User talk:Cubedude: Difference between revisions

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Hey, you posted on my model compiling question in the Help Desk about the "Can't load MaterialSystem.dll" error I'm getting and said you'd like to see my .qc file.
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:


Well here it is:
<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>


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.
$modelname props\de_dust\palm2.mdl
$body studio "palm2.smd"


$cdmaterials models\de_dust\objects
:Also texture file extensions in .smd don't matter. Whether it was either "mytexture.bmp" "mytexture.jpg" or "mytexture.tga" that will be OK. (the produced .mdl will look at "materials/<$cdmaterials>/mytexture.vmt") For purple checkerboard texture, see [[Troubleshooting Modeling]]. --[[User:N-neko|n-neko]] 01:26, 1 Dec 2006 (PST)
// Model uses material "palm_tree_branches.vmt"
==Updated question==
// Model uses material "palm_tree_trunk.vmt"
Updated my question at the [[Help desk]]. [[User:MKM92|MKM92]] 13:56, 5 Jan 2007 (PST)
 
$staticprop
 
$scale 1.0
 
$sequence idle "idle" loop fps 15.00
----
 
 
I've been mapping since HL1, but I'm new to messing with moddling for HL2. 
Anyway, I've decompiled the de_dust palm tree and scaled it up to full scale so I can just use it in my map because using the skybox palm head model, parts of it are hidden behind my cliff in the map, creating an illusion that the tree top takes up half the sky. Now that I went to recompile it, I'm getting this error.
 
Thanks for any help you can give me.--[[User:Font38|Font38]] 19:26, 30 Nov 2006 (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)