Difference between revisions of "User talk:Cubedude"

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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.
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Hey, I just wanted to let you know what happened.  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:
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<code>
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studiomdl.exe -game "c:\program files\valve\steam\steamapps\SourceMods\DeepBlue" "C:\Program Files\Valve\Steam\SteamApps\megafont\sourcesdk_content\DeepBlue\modelsrc\PalmTree.qc"
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</code>
  
 
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However, at first I had the purple checkerboard texture on my modelThen 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.
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$modelname props\de_dust\Palm2.mdl
 
 
 
$body "Body" "Palm2.smd"
 
 
 
$cdmaterials models\de_dust\objects
 
 
 
// Model uses material "palm_tree_branches.vmt"
 
 
 
// Model uses material "palm_tree_trunk.vmt"
 
 
 
$scale 1.0
 
 
 
$staticprop
 
 
 
$surfaceprop "wood_solid"
 
 
 
$sequence idle "idle" loop fps 15.00
 
----
 
 
 
 
 
I've been mapping since HL1, but I'm new to messing with modeling 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)
 

Revision as of 08:57, 1 December 2006

Hey, I just wanted to let you know what happened. 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.