User talk:Cubedude: Difference between revisions

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If you came here to help me then Thank You
Hey, I just wanted to let you know that I figured out the problem.  I downloaded the GuiStudioMdl utility for kicks, but surprisingly it worked, so I looked at the commandline it generated to call studiomdl.exe and it looked like this:
*Indeed. What help do you require? --[[User:Mark WiseCarver|wisemx]] 17:03, 2 Feb 2006 (PST)
*See I just updated half life 2 and hammer, but when I went to use hammer the  
2d grids were really screwed up and I dont know how to fix it, so I came here
and registered and now im asking you to help me, lol Im new to this. Thanks again.
:Could you define "really screwed up"? --[[User:Andreasen|Andreasen]] 19:03, 2 Feb 2006 (PST)


* when I move around in the 3d view the 2d grid lines move around, i'll try to get a picture of it. I think somthing happened while i was updating it. do you know anything that could help me.
<code>
studiomdl.exe -game "c:\program files\valve\steam\steamapps\SourceMods\DeepBlue" "C:\Program Files\Valve\Steam\SteamApps\megafont\sourcesdk_content\DeepBlue\modelsrc\PalmTree.qc"
</code>


here is the pic
However, at first I had the purple checkerboard texture on my model.  Then I had to decompile the original textures so the source files were available to the model compiler and it works now.  So the problem was that I didn't include the -game command line argument to tell studiomdl.exe which game I was compiling the model for.  I didn't do that because the tutorial on this site about compiling models didn't even show that command line argument in the example.  I also had to edit my .smd file a little bit too because in there the texture filenames had the wrong file extension too.


[[image:helpme.jpg]]
:If there is no -game option present, StudioMdl will compile the model into CurrentGame directory(which is set by SDK launcher/Vconfig). I don't think this is a source of the problem you had.


:I'm sorry to say that looks like a serious bug that you should report [[Source_SDK_Bugs#Hammer_2D_and_3D_Views|in the bug section]] of the wiki. It looks really bad and there has apparently not been any previous reports about this happening.
:Also texture file extensions in .smd don't matter. Whether it was either "mytexture.bmp" "mytexture.jpg" or "mytexture.tga" that will be OK. (the produced .mdl will look at "materials/<$cdmaterials>/mytexture.vmt") For purple checkerboard texture, see [[Troubleshooting Modeling]]. --[[User:N-neko|n-neko]] 01:26, 1 Dec 2006 (PST)
:Wait a minute. "/camera1"? There is no such texture either. Really strange. --[[User:Andreasen|Andreasen]] 09:52, 3 Feb 2006 (PST)
==Updated question==
 
Updated my question at the [[Help desk]]. [[User:MKM92|MKM92]] 13:56, 5 Jan 2007 (PST)
* That texture is just one of many I made, I should probably delete the textures I dont use.
 
* Anyone have any ideas, I tried finding a driver update for my graphics card but I couldn't find one. It is a ATI radeon 9200. Any help would be greatfully accepted.
:Here are the latest drivers and software for ATi Radeon cards:
 
:https://support.ati.com/ics/support/default.asp?deptID=894&task=knowledge&folderID=27
 
:If it's not the drivers, and if this is bug only happens to ''some'' maps,  try copying the map and then removing ''all'' your custom textures from this map, and everything custom you've done with it, just to see if the bug goes away. If that doesn't work, try emailing someone a bug map to see if it's the map or the editor/machine that is screwed up. --[[User:Andreasen|Andreasen]] 13:11, 5 Feb 2006 (PST)
 
* Well how did I miss the driver update, thanks. I think it is the editor though, because I made a backup of hammer before i updated it. when i reinstall the one i backed up it works fine, but after i update, it goes all, well you know.
I cant download the driver updates today because right now im using my slow dial up, but tomarrow i'll download them somewhere else, and hope it works. Thanks again.

Latest revision as of 15:02, 5 January 2007

Hey, I just wanted to let you know that I figured out the problem. I downloaded the GuiStudioMdl utility for kicks, but surprisingly it worked, so I looked at the commandline it generated to call studiomdl.exe and it looked like this:

studiomdl.exe -game "c:\program files\valve\steam\steamapps\SourceMods\DeepBlue" "C:\Program Files\Valve\Steam\SteamApps\megafont\sourcesdk_content\DeepBlue\modelsrc\PalmTree.qc"

However, at first I had the purple checkerboard texture on my model. Then I had to decompile the original textures so the source files were available to the model compiler and it works now. So the problem was that I didn't include the -game command line argument to tell studiomdl.exe which game I was compiling the model for. I didn't do that because the tutorial on this site about compiling models didn't even show that command line argument in the example. I also had to edit my .smd file a little bit too because in there the texture filenames had the wrong file extension too.

If there is no -game option present, StudioMdl will compile the model into CurrentGame directory(which is set by SDK launcher/Vconfig). I don't think this is a source of the problem you had.
Also texture file extensions in .smd don't matter. Whether it was either "mytexture.bmp" "mytexture.jpg" or "mytexture.tga" that will be OK. (the produced .mdl will look at "materials/<$cdmaterials>/mytexture.vmt") For purple checkerboard texture, see Troubleshooting Modeling. --n-neko 01:26, 1 Dec 2006 (PST)

Updated question

Updated my question at the Help desk. MKM92 13:56, 5 Jan 2007 (PST)