User talk:Cubedude: Difference between revisions

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===My Problem is solved!!!===
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:
I want to Thank everyone who helped me, and Thank you Andreasen for helping me through out this, and never giving up.


The problem was my graphic card driver.[[User:Cubedude|Cubedude]] 16:33, 7 Feb 2006 (PST)
<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>


=== Just wondering if you can use html here===
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.
Does anyone know how to use html here at VDC.
 
: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]]. --[[User:N-neko|n-neko]] 01:26, 1 Dec 2006 (PST)
==Updated question==
Updated my question at the [[Help desk]]. [[User:MKM92|MKM92]] 13:56, 5 Jan 2007 (PST)

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)