Problem with loading dynamic prop model in map

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Problem with loading dynamic prop model in map

Postby 1187 on Thu Feb 09, 2012 7:19 am

It's been a while since I dropped by and I usually try to figure things out on my own but I really could need some help with this one. I've been working on an armory prop model in 3DS MAX. I've created a dozen other, smaller props before and imported them into source successfully.

This time though I have a model that I know is crashing a map I'm working on for a HL2 Deathmatch type mod. I know it cannot be the polycount, There seems to be no problem when compiling the MDL.

When I load the map in the MP mod it crashes around the part where the map is loading the resources without any errors, just goes black and prompts to my desktop. but when I load the same map up in my SP mod it works fine. if I remove the model, recompile it, it will then load the same map in the HL2 DM based mod.

IS there something I am not seeing here? Could there be a problem in 3DS max that I simply do not detect ? I've read a lot of info about proper model creation and I pretty much follow guidelines to make sure I'm not screwing up, the collision model is a simple 6 faced box, as I said the model seems to compile without any problems except the "Unable to load module p4lib.dll!" which I learned is something that can be neglected.

Here's the .qc file

Code: Select all
$modelname "1187_props/1187_armory"
$body "Body" "1187_armory.smd"

$cdmaterials "1187_props/"
$texturegroup skinfamilies {

{ "1187_armory_01" }

{ "1187_armory_02" }

}

$scale 1.0
$surfaceprop "metal"
 
$sequence "idle" "1187_armory" fps 30
 
$collisionmodel “1187_armory_collision.smd”

        {   
   $concave 
         }


Here's the compile studio compiler report after I compile the model :

Code: Select all
C:/Program Files/Steam/steamapps/gt_deranger/sourcesdk/bin/source2009/bin/studiomdl.exe -game "C:\Program Files\Steam\steamapps\sourcemods\1187" "C:\Program Files\Steam\steamapps\sourcemods\1187\models\1187_props\1187_armory.qc"
WARNING: AppFramework : Unable to load module p4lib.dll!
qdir:    "c:\program files\steam\steamapps\sourcemods\1187\models\1187_props\"
gamedir:
"C:\Program Files\Steam\steamapps\sourcemods\1187\"
g_path:  "C:\Program Files\Steam\steamapps\sourcemods\1187\models\1187_props\1187_armory.qc"
Building
binary model files...
Working on "1187_armory.qc"
SMD MODEL 1187_armory.smd
SMD MODEL
1187_armory_collision.smd
Model has 1 convex sub-parts
Collision model completed.
---------------------
writing
C:\Program Files\Steam\steamapps\sourcemods\1187\models/1187_props/1187_armory.mdl:
bones
         964 bytes (1)
animations     124 bytes (1 anims) (1 frames) [0:00]
sequences
     220 bytes (1 seq)
ik/pose        164 bytes
eyeballs         0 bytes (0 eyeballs)
flexes
          0 bytes (0 flexes)
textures       140 bytes
keyvalues        0 bytes
bone
transforms        0 bytes
Collision model volume 102334.22 in^3
collision       
0 bytes
total         1816
---------------------
writing C:\Program Files\Steam\steamapps\sourcemods\1187\models/1187_props/1187_armory.vvd:
vertices
    88704 bytes (1848 vertices)
tangents     29568 bytes (1848 vertices)
total   
    118336 bytes
---------------------
Generating optimized mesh "C:\Program Files\Steam\steamapps\sourcemods\1187\models/1187_props/1187_armory.sw.vtx":
body
parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:
            9 bytes
strip groups:      25 bytes
strips:            27 bytes
verts:
         16632 bytes
indices:         8256 bytes
bone changes:       8 bytes
everything:
    25021 bytes
---------------------
Generating optimized mesh "C:\Program Files\Steam\steamapps\sourcemods\1187\models/1187_props/1187_armory.dx80.vtx":
body
parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:
            9 bytes
strip groups:      25 bytes
strips:            27 bytes
verts:
         16632 bytes
indices:         8256 bytes
bone changes:      16 bytes
everything:
    25029 bytes
---------------------
Generating optimized mesh "C:\Program Files\Steam\steamapps\sourcemods\1187\models/1187_props/1187_armory.dx90.vtx":
body
parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:
            9 bytes
strip groups:      25 bytes
strips:            27 bytes
verts:
         16632 bytes
indices:         8256 bytes
bone changes:      16 bytes
everything:
    25029 bytes

Completed "1187_armory.qc"

StudioMDL Thread complete


and lastly I'll show the model itself in 3DS max

[url=http://imageshack.us/photo/my-images/824/3dsarmory.jpg/]Image

I would be greatly appreciative if anyone could possibly shed some light on what's going on.
1187
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Re: Problem with loading dynamic prop model in map

Postby Black_Stormy on Thu Feb 09, 2012 7:43 am

That skinfamilies looks odd to me. Try moving the curly bracket to the line below the declaration. Just grasping at straws here.
Edit: vdc says texturegroup needs to follow body.
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Black_Stormy
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Re: Problem with loading dynamic prop model in map

Postby 1187 on Thu Feb 09, 2012 9:06 am

Black_Stormy wrote:That skinfamilies looks odd to me. Try moving the curly bracket to the line below the declaration. Just grasping at straws here.
Edit: vdc says texturegroup needs to follow body.


I recompiled the model with the brackets moved, and I always follow the same texture group when I compile my model., both result in the map still crashing in the deathmatch mod.

thanks for giving your input though !!

EDIT :
The only thing I can think off might be the fact I'm using $alphatest in the vmt, as an alternative to $translucent since that parameter messed up the model's skin. (not showing the outside parts of the object.

EDIT #2 :
I found out what the problem was.
Apparently HL2 Deathmatch's engine does not like it when $alphatest (and probably $translucent) is applied in conjunction with $envmap inside the VMT.

So while it works in any SP mod, when switching to the MP engine it crashes a map without any notification at all.

Does anyone know if there's a chance this can still be resolved, perhaps code wise ?
1187
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Joined: Sat May 03, 2008 12:11 am

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