Talk:Compiling a model

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What happens if you want to make a model for your own mod? This article says nothing about making models for your own models in your own mod except for models in cstrike or hl2mp etc.

--Mflux 22:23, 13 Jul 2006 (PDT)

If you want to follow the 'file structure etiquette' (see Source SDK Files and Directory Structure.) you would use C:\Program Files\Valve\Steam\SteamApps\SourceMods\mod_game_directory\modelsrc ... if there isn't a modelsrc folder there already, just create one. So what you should have is:
SteamApps\SourceMods\mod_game_directory\modelsrc\your.SMD
           "           "               "        \your.QC
SteamApps\SourceMods\mod_game_directory\materialsrc\models\your.TGA
           "           "               "          "       \your.VMT
SteamApps\username\sourcesdk\bin\ep1\bin\Studiomdl
           "           "            "   \Vtex
SteamApps\username\sourcesdk\bin\orangebox\bin\Studiomdl
           "           "               "      \Vtex
However, to me it seems more convenient to use a single desktop folder for 'temporary' files (TGA, SMD, QC) and Shortcuts to the compilers (Studiomdl & Vtex, or StudioCompiler) instead of spreading them all over. eg
Desktop\Source1Modelling\your.SMD
   "      "       "     \your.QC
   "      "       "     \your.TGA
   "      "       "     \your.VMT
   "      "       "     \Shortcut_to_ep1_Studiomdl
   "      "       "     \Shortcut_to_ep1_Vtex
The important thing is that the final, compiled MDL, VMT and VTFs go in the correct game_directory folders, which the compilers will do automatically if your SDK Tools -> Current Game is set to whichever game you're compiling for. Beeswax 07:34, 11 Nov 2007 (PST)

What are important -

  • Put .smd files and .qc files in a same directory.
  • To write .mdl into your mod directory, set Current Game to your mod, or use -game option pointing to your game directory.
Note you have made your Mod using Mod Wizard, you'll get your mod source directory with modelsrc and a .bat invoking studiomdl for your mod. I usually use this studiomdl.bat(which has -game option) to compile my mod models. I export .smd files from XSI, write the .qc in the same directory, then drag .qc into the .bat file - then I can get my .mdl. (If there is no error present!) --n-neko 01:43, 1 Dec 2006 (PST)

EXCEPTION_ACCESS_VIOLATION I suspect that message has nothing to do with shadowlod. It' doesn't matter how I write the shadowlod line and it's brackets, or if I delete it entirely, the message does not go away. Camaron 07:24, 10 Jun 2007 (PDT)

I also have this problem. I'm not sure if it's related to the recent SDK update for me or not. I was never using shadowlod to begin with.--TheDistur 12:20, 10 Nov 2007 (PST)

For EXCEPTION_ACCESS_VIOLATION, try compiling with the hlmv.exe running --Steve Henderson 07:01, 24 Dec 2007 (PST)

Are you sure studiomdl.exe is supposed to be in the sourcesdk\bin directory. That .exe isn't in that folder for me, I had my friend check, same thing. Whats going on? --BlackCow

In the latest version (actually, in both beta or non-beta versions) of the Source SDK, there are two sets of tools (one of which is studiomdl.exe): one for Episode 1 engine games, and another for "Orange Box" (the most recent) engine games.
For each of those sets of tools, you can find studiomdl.exe at: ...\sourcesdk\bin\engine\bin\studiomdl.exe, engine is either ep1 (for episode 1 engine-compatible tools) or with orangebox (for "Orange Box" engine-compatible tools). --Etset 04:02, 28 Jan 2008 (PST)
Well I found the tools but when I go to compile I get this error,
"The procedure entry point ?LockForRead@CThreadSpinRWLock@@QAEXXZ could not be located in the dynamic link libary tier0.dll"
A lot of people are getting this problem I hear, no solutions that seem to work. People just tell me to wait for the next update --Blackcow 22:02, 3 Feb 2008 (PST)