Source Filmmaker

Source Filmmaker

dingus Mar 17, 2019 @ 6:31pm
usermod question
i unintentionally exported my blender model to usermod's model and material folders, which is bad, right? no matter how i changed the qc path (i probably did it wrong) it ended up in usermod.

i put the model and materials in their custom folder (in the game folder) as i intended to do at first and is working fine.

i'm concerned that i messed something up with usermod due to my mistake, everything seems to be working fine, but i'm kinda paranoid now. do i need to reinstall or anything?

here's the qc:

$modelname "models/Dingus/anxietychan/achan.mdl"

$bodygroup "body"
{
studio "achan.dmx"
}


$surfaceprop "default"

$contents "solid"

$illumposition

$mostlyopaque

$cdmaterials "models\Dingus\anxietychan\"
$cdmaterials ""

$texturegroup "faces"
{
{ "achan_face0" }
{ "achan_face1" }
{ "achan_face2" }
{ "achan_face3" }
{ "achan_face4" }
{ "achan_face5" }
{ "achan_face6" }
{ "achan_face7" }
{ "achan_face8" }
{ "achan_face9" }
}

$sequence "ref" {
"achan.dmx"
fadein 0.2
fadeout 0.2
fps 30
}
Originally posted by green:
Calm down, you're SFM is fine, as is your .QC (for the most part). I believe it auto-compiles to usermod. Either simply move the compiled models from usermod to your custom folder, or use Crowbar to compile the .QC to "subfolder of input", then move that model to your custom assets folder.

The only thing you could change in your .QC, has no relation to your directories, but your $bodygroup line. Since there's only one .DMX, you can use $body instead.
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green Mar 17, 2019 @ 7:18pm 
Calm down, you're SFM is fine, as is your .QC (for the most part). I believe it auto-compiles to usermod. Either simply move the compiled models from usermod to your custom folder, or use Crowbar to compile the .QC to "subfolder of input", then move that model to your custom assets folder.

The only thing you could change in your .QC, has no relation to your directories, but your $bodygroup line. Since there's only one .DMX, you can use $body instead.
dingus Mar 17, 2019 @ 8:06pm 
thanks for the reassurance!
dingus Mar 17, 2019 @ 8:22pm 
also, "$body" was in the original qc i wrote, i deleted it though before making this post. this is from the qc of the decompiled model, not sure why it's $bodygroup now.
green Mar 17, 2019 @ 8:23pm 
Originally posted by don't uber me:
thanks for the reassurance!
No problem!

Originally posted by don't uber me:
also, "$body" was in the original qc i wrote, i deleted it though before making this post. this is from the qc of the decompiled model, not sure why it's $bodygroup now.
Huh, that's weird. Now that you mention it though, that happened to a .QC of mine too.
Last edited by green; Mar 17, 2019 @ 8:24pm
Marco Skoll Mar 17, 2019 @ 8:34pm 
Originally posted by don't uber me:
i unintentionally exported my blender model to usermod's model and material folders, which is bad, right?
It's not strictly advisable to do so, but if you're doing it for just personal work and you're organising things into a personal folder within that, using usermod isn't too bad.

With sensible file naming, it shouldn't overwrite or override previous files, and it's a small number of files that are unlikely to cause index overflow errors and can be easily relocated if they do.

It's just not a good idea with large numbers of files or files where you've not checked thoroughly that they won't overwrite or override anything, and as most people don't create their own content, we default to "Don't install in usermod", as there's seldom any reason you need to and it's just safer not to.

TL;DR: It's still a better idea to not use usermod, but if you name the files intelligently and you're not bulk-porting hundreds of items at a time, having your own work in there is pretty low risk. What we tell most people to do is just the simplified version.

$modelname "models/Dingus/anxietychan/achan.mdl"
This shouldn't really have "models" in it.
Models are automatically assumed to be in the models folder, so adding "models" here results in the model expecting to be in a nested -/models/models/ folder.
Marco Skoll Mar 17, 2019 @ 8:38pm 
Originally posted by Hunter in the Green Vest:
Huh, that's weird. Now that you mention it though, that happened to a .QC of mine too.
A one mesh $bodygroup, $body and a flexless $model parameter actually compile identically, so it's not actually possible to tell for certain which was used when decompiling.
As such, ZeqMacaw wrote Crowbar to default to using $bodygroup for flexless and $model for flexed, as it simplifies Crowbar's code.

(However, in my opinion, it's still good practice to use $body rather than $bodygroup, as it's neater and almost an annotation of the code that "I am not expecting this to be swappable" should you come back to it later).
Last edited by Marco Skoll; Mar 17, 2019 @ 8:39pm
green Mar 17, 2019 @ 8:51pm 
Originally posted by Marco Skoll:
Originally posted by Hunter in the Green Vest:
Huh, that's weird. Now that you mention it though, that happened to a .QC of mine too.
A one mesh $bodygroup, $body and a flexless $model parameter actually compile identically, so it's not actually possible to tell for certain which was used when decompiling.
As such, ZeqMacaw wrote Crowbar to default to using $bodygroup for flexless and $model for flexed, as it simplifies Crowbar's code.

(However, in my opinion, it's still good practice to use $body rather than $bodygroup, as it's neater and almost an annotation of the code that "I am not expecting this to be swappable" should you come back to it later).
Ah, I didn't know $bodygroup was the default for those conditions. That explains it. Thanks!
dingus Mar 17, 2019 @ 10:36pm 
thank u both!
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Date Posted: Mar 17, 2019 @ 6:31pm
Posts: 8