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HL2 Model viewer "Error Loading Model" when I try to compile a model's .qc?
I'm trying to port a model I rigged from MAX to SFM and I compiled the .qc with the textures and model and all but when I try to view the model in the model viewer or open the model in SFM there's nothing there. I didn't get any errors in the compile log. I can post my .qc file if it's needed. :/
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Showing 1-10 of 10 comments
Zappy Feb 7, 2016 @ 1:37am 
How does the QC look? And what is the entire compile log output?
TheLoneDeranger Feb 7, 2016 @ 1:39am 
Originally posted by Zappy:
How does the QC look? And what is the entire compile log output?

The .qc is:

$modelname "models\pokemanaphy\Nack the Weasel.mdl"
$model "Nack the Weasel" "Nack the Weasel.smd"
$staticprop
$surfaceprop default
$cdmaterials "models\pokemanaphy\Nack the Weasel"

$sequence idle "Nack the Weasel.smd"

$collisionmodel "Nack the Weasel.smd" { $concave }

The .vmt is:

"VertexLitGeneric"
{
"$basetexture" "models/pokemanaphy/Nack the Weasel/Nack the Weasel"
"$bumpmap" "models/pokemanaphy/phong"

"$phong" "1"
"$phongexponent" "8"
// "$phongexponenttexture" "models/pokemanaphy/Nack the Weasel/Nack the Weasel"
"$phongfresnelranges" "[.1 1 8]"

"$rimlight" "1"
"$rimlightexponent" 4
"rimlightboost" "2"
lighting
// "$rimmask" "1"
}

And the compile log output is:

// Created by Crowbar 0.24.0.0

Compiling...

qdir: "c:\users\taylor\desktop\pokemanaphy source models\nack the weasel\"
gamedir: "C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\"
g_path: "Nack the Weasel.qc"
Building binary model files...
Working on "Nack the Weasel.qc"
SMD MODEL Nack the Weasel.smd
Collision model completed.
---------------------
writing C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\models/models\pokemanaphy\Nack the Weasel.mdl:
bones 676 bytes (0)
animation x y ips angle
animations 112 bytes (1 anims) (1 frames) [0:00]
sequences 216 bytes (1 seq)
ik/pose 164 bytes
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
textures 4 bytes
keyvalues 0 bytes
bone transforms 0 bytes
bone flex driver 0 bytes
collision 0 bytes
total 1284
---------------------
writing C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\models/models\pokemanaphy\Nack the Weasel.vvd:
vertices 0 bytes (0 vertices)
tangents 0 bytes (0 vertices)
total 64 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\models/models\pokemanaphy\Nack the Weasel.dx90.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 0 bytes
strip groups: 0 bytes
strips: 0 bytes
verts: 0 bytes
indices: 0 bytes
bone changes: 8 bytes
everything: 72 bytes

Completed "Nack the Weasel.qc"

...Compiling finished. Check above for any errors.
Zappy Feb 7, 2016 @ 1:49am 
Originally posted by pokemanaphy:
$staticprop
This is probably not something you want.

Originally posted by pokemanaphy:
$model "Nack the Weasel" "Nack the Weasel.smd"
...
$collisionmodel "Nack the Weasel.smd"
You should never use a non-physics mesh as a physics mesh, and you should almost never use a physics mesh as a model mesh. (And either way, Source FilmMaker doesn't care about physics meshes.)
Last edited by Zappy; Feb 7, 2016 @ 1:49am
TheLoneDeranger Feb 7, 2016 @ 1:56am 
Originally posted by Zappy:
Originally posted by pokemanaphy:
$staticprop
This is probably not something you want.

Originally posted by pokemanaphy:
$model "Nack the Weasel" "Nack the Weasel.smd"
...
$collisionmodel "Nack the Weasel.smd"
You should never use a non-physics mesh as a physics mesh, and you should almost never use a physics mesh as a model mesh. (And either way, Source FilmMaker doesn't care about physics meshes.)

I deleted them and I'm still getting the same error. Could it be the way I export it with the .smd plugin for max? I export Skeletal Animation as opposed to reference.
Zappy Feb 7, 2016 @ 1:59am 
Originally posted by pokemanaphy:
I export Skeletal Animation
Well what do you think a "skeletal animation" is? If you guessed anything other than a skeletal animation, you're wrong.
TheLoneDeranger Feb 7, 2016 @ 2:00am 
Originally posted by Zappy:
Originally posted by pokemanaphy:
I export Skeletal Animation
Well what do you think a "skeletal animation" is? If you guessed anything other than a skeletal animation, you're wrong.

Yeah the other one was giving me an error, so that's why I was using skeletal animation, and it worked with some older models I used somehow. I used reference, and I'm not getting the error anymore, but the model is invisible now.

Also sorry if these seem like "noobish" questions I'm still learning this. :/
episoder Feb 7, 2016 @ 4:28am 
@zappy you need glasses? or slowly shoving the customer here into the issue? like a face and a cake. and then... BAM... in your face!?! (i was just thinking cinematic... sorry xD)

Originally posted by pokemanaphy:
writing C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\models/models\pokemanaphy\Nack the Weasel.vvd:
vertices 0 bytes (0 vertices)
tangents 0 bytes (0 vertices)
total 64 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\models/models\pokemanaphy\Nack the Weasel.dx90.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 0 bytes
strip groups: 0 bytes
strips: 0 bytes
verts: 0 bytes
indices: 0 bytes
bone changes: 8 bytes
everything: 72 bytes

obvious numbers tho. skeleton without meat. the smd is empty. maybe you gotta check and recheck how and what you exported from max. totally missing the reference mesh!?!
Last edited by episoder; Feb 7, 2016 @ 4:39am
Zappy Feb 7, 2016 @ 4:43am 
Originally posted by episoder:
totally missing the reference mesh!?!
Yes. They exported skeletal animation, not a reference mesh.
TheLoneDeranger Feb 7, 2016 @ 1:49pm 
After exporting as a reference, I don't get the error anymore, the mode is invisible in the viewer and this is the compile log:

// Created by Crowbar 0.24.0.0

Compiling...

qdir: "c:\users\taylor\desktop\pokemanaphy source models\nack the weasel\"
gamedir: "C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\"
g_path: "Nack the Weasel.qc"
Building binary model files...
Working on "Nack the Weasel.qc"
SMD MODEL Nack the Weasel.smd
Processing LOD for material: fang
Processing LOD for material: pupil
---------------------
writing C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\models/models\pokemanaphy\Nack the Weasel.mdl:
bones 7532 bytes (25)
animation x y ips angle
animations 176 bytes (1 anims) (1 frames) [0:00]
sequences 316 bytes (1 seq)
ik/pose 164 bytes
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
textures 136 bytes
keyvalues 0 bytes
bone transforms 3464 bytes
bone flex driver 0 bytes
collision 0 bytes
total 12344
---------------------
writing C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\models/models\pokemanaphy\Nack the Weasel.vvd:
vertices 160320 bytes (3340 vertices)
tangents 53440 bytes (3340 vertices)
total 213824 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\models/models\pokemanaphy\Nack the Weasel.dx90.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 18 bytes
strip groups: 66 bytes
strips: 70 bytes
verts: 30060 bytes
indices: 7950 bytes
bone changes: 200 bytes
everything: 38428 bytes

Completed "Nack the Weasel.qc"

...Compiling finished. Check above for any errors.
TheLoneDeranger Feb 7, 2016 @ 2:16pm 
I found somewhat the issue, apparently if the name's too long the model gets corrupt, I renamed it from "Nack the Weasel" to simply "Nack" and it shows the model without the materials. I'll be able to figure out the mats, thanks everyone for the help.
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Date Posted: Feb 7, 2016 @ 1:31am
Posts: 10