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how can i enter in multiple smd files from blender into qc
as the title says i dont know how to add more files im editing my oc to make a ben 10 x fnaf crossover but i dont know how to add more smds for the models qc ?
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Showing 1-8 of 8 comments
Pte Jack Aug 25, 2021 @ 8:35pm 
Each object you export will create a SMD or DMX file depending on the format you chose to export in Blender Source Tools.

So let's say I have a head.dmx for the head, a body.dmx for the torso, a hat.dmx for a misc hat item and i want to combine them all in to 1 compiled model.

My QC would look like this:

//............ Start QC1 ............

$modelname [path\modelname].mdl
$modtlyopaque

$body "head" "head.dmx"

$body "body" "body.dmx"

$body "hat" "hat.dmx"

$cdmaterials [path\to\materials\folder]

$sequence "idle" "body.dmx" fps 1

//............ end QC1 ............

And the Compiled model would spawn in SFM with the hat, head and body.

Now let's say I had two different heads and hats I wanted to switch between as bodygroups and I wanted to be able to hide the hat as well, then my QC would look like this:

//............ Start QC2 ............

$modelname [path\modelname].mdl
$modtlyopaque

$bodygroup "head" {
studio "head1.dmx"
studio head2.dmx
}

$body "body" "body.dmx"

$bodygroup "hat" {
studio "hat1.dmx"
studio "hat2.dmx"
blank
}

$cdmaterials [path\to\materials\folder]

$sequence "idle" "body.dmx" fps 1

//............ end QC2 ............

If I compile QC2, the model would spawn with head1, torso and hat1.
I would use the bodygroup function in SFM to switch between head1 and head2 and the hat1, hat2 and NONE (which would hide the hat).

And that's how you piece together multiple SMD/DMX exports to build a model.
BlackBonnieSFM Aug 25, 2021 @ 9:28pm 
ok thanks me and a friend have been trying to figure it out!
BlackBonnieSFM Aug 25, 2021 @ 10:28pm 
Originally posted by Pte Jack:
Each object you export will create a SMD or DMX file depending on the format you chose to export in Blender Source Tools.

So let's say I have a head.dmx for the head, a body.dmx for the torso, a hat.dmx for a misc hat item and i want to combine them all in to 1 compiled model.

My QC would look like this:

//............ Start QC1 ............

$modelname [path\modelname].mdl
$modtlyopaque

$body "head" "head.dmx"

$body "body" "body.dmx"

$body "hat" "hat.dmx"

$cdmaterials [path\to\materials\folder]

$sequence "idle" "body.dmx" fps 1

//............ end QC1 ............

And the Compiled model would spawn in SFM with the hat, head and body.

Now let's say I had two different heads and hats I wanted to switch between as bodygroups and I wanted to be able to hide the hat as well, then my QC would look like this:

//............ Start QC2 ............

$modelname [path\modelname].mdl
$modtlyopaque

$bodygroup "head" {
studio "head1.dmx"
studio head2.dmx
}

$body "body" "body.dmx"

$bodygroup "hat" {
studio "hat1.dmx"
studio "hat2.dmx"
blank
}

$cdmaterials [path\to\materials\folder]

$sequence "idle" "body.dmx" fps 1

//............ end QC2 ............

If I compile QC2, the model would spawn with head1, torso and hat1.
I would use the bodygroup function in SFM to switch between head1 and head2 and the hat1, hat2 and NONE (which would hide the hat).

And that's how you piece together multiple SMD/DMX exports to build a model.

when i try to do it in crowbar with the command $modtlyopaque i get errors and it doesnt if i take it out it goes to 8 and not the rest and gives me another error
Compiling with Crowbar 0.71: "C:\Users\thomas\Desktop\blendertosfmexport" (folder + subfolders) ...

Compiling "blackbonnie.qc" ...
Output from compiler "C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\bin\studiomdl.exe":
qdir: "c:\users\thomas\desktop\blendertosfmexport\"
gamedir: "C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\"
g_path: "blackbonnie.qc"
Building binary model files...
Working on "blackbonnie.qc"
DMX Model c:\users\thomas\desktop\blendertosfmexport\mesh_1.dmx
DMX Model c:\users\thomas\desktop\blendertosfmexport\mesh_2.dmx
DMX Model c:\users\thomas\desktop\blendertosfmexport\mesh_0.dmx
DMX Model c:\users\thomas\desktop\blendertosfmexport\mesh_3.dmx
DMX Model c:\users\thomas\desktop\blendertosfmexport\mesh_4.dmx
DMX Model c:\users\thomas\desktop\blendertosfmexport\mesh_5.dmx
DMX Model c:\users\thomas\desktop\blendertosfmexport\mesh_6.dmx
DMX Model c:\users\thomas\desktop\blendertosfmexport\mesh_7.dmx
DMX Model c:\users\thomas\desktop\blendertosfmexport\mesh_8.dmx
ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
ERROR: Aborted Processing on '[blackbonnie].mdl'
... Compiling "blackbonnie.qc" finished. Check above for any errors.
the newest one

the old one

Compiling "blackbonnie.qc" ...
Output from compiler "C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\bin\studiomdl.exe":
qdir: "c:\users\thomas\desktop\blendertosfmexport\"
gamedir: "C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\"
g_path: "blackbonnie.qc"
Building binary model files...
Working on "blackbonnie.qc"
DMX Model c:\users\thomas\desktop\blendertosfmexport\mesh_1.dmx
DMX Model c:\users\thomas\desktop\blendertosfmexport\mesh_2.dmx
DMX Model c:\users\thomas\desktop\blendertosfmexport\mesh_0.dmx
DMX Model c:\users\thomas\desktop\blendertosfmexport\mesh_3.dmx
DMX Model c:\users\thomas\desktop\blendertosfmexport\mesh_4.dmx
DMX Model c:\users\thomas\desktop\blendertosfmexport\mesh_5.dmx
DMX Model c:\users\thomas\desktop\blendertosfmexport\mesh_6.dmx
DMX Model c:\users\thomas\desktop\blendertosfmexport\mesh_7.dmx
DMX Model c:\users\thomas\desktop\blendertosfmexport\mesh_8.dmx
ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
ERROR: Aborted Processing on '[blackbonnie].mdl'
... Compiling "blackbonnie.qc" finished. Check above for any errors.
is there a fix ?
Pte Jack Aug 25, 2021 @ 11:37pm 
Add the command

$maxverts 65530

under the $modelname command try your compile again.
BlackBonnieSFM Aug 25, 2021 @ 11:46pm 
Originally posted by Pte Jack:
Add the command

$maxverts 65530

under the $modelname command try your compile again.
i still get this g_path: "blackbonnie10.qc"
Building binary model files...
Working on "blackbonnie10.qc"
DMX Model c:\users\thomas\desktop\blendertosfmexport\mesh_1.dmx
DMX Model c:\users\thomas\desktop\blendertosfmexport\mesh_2.dmx
DMX Model c:\users\thomas\desktop\blendertosfmexport\mesh_0.dmx
DMX Model c:\users\thomas\desktop\blendertosfmexport\mesh_3.dmx
DMX Model c:\users\thomas\desktop\blendertosfmexport\mesh_4.dmx
DMX Model c:\users\thomas\desktop\blendertosfmexport\mesh_5.dmx
DMX Model c:\users\thomas\desktop\blendertosfmexport\mesh_6.dmx
DMX Model c:\users\thomas\desktop\blendertosfmexport\mesh_7.dmx
DMX Model c:\users\thomas\desktop\blendertosfmexport\mesh_8.dmx
ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
ERROR: Aborted Processing on '[blackbonnie].mdl'
... Compiling "blackbonnie10.qc" finished. Check above for any errors.

... Compiling with Crowbar 0.71: "C:\Users\thomas\Desktop\blendertosfmexport" (folder + subfolders) finished.
Pte Jack Aug 26, 2021 @ 12:11am 
Check the number of vertexes in the meah object creating this, mesh_8.dmx. I bet you'll find it is over 65000 vertexes. It needs to be chopped up into more objects so they are under 65530 verts then added to the QC. (that goes for any other object that is causing the error)
BlackBonnieSFM Aug 26, 2021 @ 12:55am 
Originally posted by Pte Jack:
Check the number of vertexes in the meah object creating this, mesh_8.dmx. I bet you'll find it is over 65000 vertexes. It needs to be chopped up into more objects so they are under 65530 verts then added to the QC. (that goes for any other object that is causing the error)

working now i now need to find out another way to make it better tho cause one file i got off google isnt showing in sfm but thanks for your help!!
Joesiden Aug 24, 2024 @ 2:26pm 
Originally posted by Pte Jack:
Check the number of vertexes in the meah object creating this, mesh_8.dmx. I bet you'll find it is over 65000 vertexes. It needs to be chopped up into more objects so they are under 65530 verts then added to the QC. (that goes for any other object that is causing the error)

how to chop and combine them
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Date Posted: Aug 25, 2021 @ 6:19pm
Posts: 8