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CL3NR c2 Nov 25, 2018 @ 11:07am
I NEED HELP! MY .MDL FILE BROKE!
ok, so i wanted to port the krasue from the game eyes the horror game over to sfm. and then to gmod as a pill pack. i had a little trouble getting crowbar to convert it, but when i finnaly converted the .smd file over to .mdl, upon loading the model up in source filmmaker, it looked like crap. heres the comparisen to the mdl and what its supossed to look like:

https://steamcommunity.com/sharedfiles/filedetails/?id=1574592714&fileuploadsuccess=1

does anybody know how to fix this?

(PS i am aware of the typo)
Last edited by CL3NR c2; Nov 25, 2018 @ 11:08am
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Showing 1-7 of 7 comments
green Nov 25, 2018 @ 11:29am 
You got a lot of problems going on there. For starters, it looks like the weight painting and skeletal data are trashed. Also, you've got missing textures. I can't really comment futher without knowing more details on how you converted it, how you have your .VTF/VMT files set up, what the .QC looks like, etc.
CL3NR c2 Nov 25, 2018 @ 12:48pm 
Originally posted by Hunter in the Green Vest:
You got a lot of problems going on there. For starters, it looks like the weight painting and skeletal data are trashed. Also, you've got missing textures. I can't really comment futher without knowing more details on how you converted it, how you have your .VTF/VMT files set up, what the .QC looks like, etc.
i converted it using crowbar. i dont know what you mean by my texture files being set up. and heres the qc

$modelname "cl3nr\krasue\krasue.MDL"

$bodygroup "body" {

Studio "krasue.smd"
Studio "krasue_animations.smd"
}

$cdmaterials "models\cl3nr\krasue"

$sequence "idle" "krasue_animations.smd" {
fps 30
loop
}

$surfaceprop "default"

$contents "solid"
green Nov 25, 2018 @ 1:00pm 
Originally posted by CL3NR c 2:
i converted it using crowbar.
You don't convert it in Crowbar, you compile it. It doesn't sound important, but it's two very different things.

Anyway, as for your .QC file...Get rid of the "krasue_animations.smd" in the bodygroup header.

Originally posted by CL3NR c 2:
i dont know what you mean by my texture files being set up.
For materials, they need to be in .VTF format. They will also need a .VMT file, so SFM can read it. If you did this already, make sure all the file names are in sync, and that the .VMT has the same directory in it as the directory in the .QC file.
CL3NR c2 Nov 25, 2018 @ 1:35pm 
Originally posted by Hunter in the Green Vest:
Originally posted by CL3NR c 2:
i converted it using crowbar.
You don't convert it in Crowbar, you compile it. It doesn't sound important, but it's two very different things.

Anyway, as for your .QC file...Get rid of the "krasue_animations.smd" in the bodygroup header.

Originally posted by CL3NR c 2:
i dont know what you mean by my texture files being set up.
For materials, they need to be in .VTF format. They will also need a .VMT file, so SFM can read it. If you did this already, make sure all the file names are in sync, and that the .VMT has the same directory in it as the directory in the .QC file.
none of those suggestions worked. its still the same broken mess as before
green Nov 25, 2018 @ 1:45pm 
Originally posted by CL3NR c 2:
none of those suggestions worked. its still the same broken mess as before
Then it might be a weight painting problem. What happens when you open the .SMD file in a 3d modeling program?
CL3NR c2 Nov 26, 2018 @ 4:40am 
Originally posted by Hunter in the Green Vest:
Originally posted by CL3NR c 2:
none of those suggestions worked. its still the same broken mess as before
Then it might be a weight painting problem. What happens when you open the .SMD file in a 3d modeling program?
the model is small, but the bones are large
green Nov 26, 2018 @ 5:32am 
Originally posted by CL3NR c 2:
Originally posted by Hunter in the Green Vest:
Then it might be a weight painting problem. What happens when you open the .SMD file in a 3d modeling program?
the model is small, but the bones are large
That doesn't matter, at least right now. What happens when you move the bones?
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Date Posted: Nov 25, 2018 @ 11:07am
Posts: 7