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MosquitoFork 22 czerwca 2019 o 18:13
Help with blender modeling for Garry's mod
I've been getting into modelling for Garry's mod using Blender and crowbar recently, and have had very few issues except for the fact that whenever I try to compile a model with shape keys into Garry's mod, they all end up looking like the photos I have attached. The only thing I do to the models is add some Multiresolution and some minor sculpting changes to the model. In blender, the models look perfectly fine and the shape keys work just as intended. It's only once I actually compile it using crowbar and get it into Garry's mod that it ends up looking like an abomination from hell. I believe that it is a problem with either crowbar or the QC file, but I simply can't seem to find what the source of the problem is. Any feedback or questions are MUCH appreciated, thank you.

https://steamuserimages-a.akamaihd.net/ugc/781853033298189149/BDEB6F20FE4B14FDE0ADE9012C6160247C76DE8F/

https://steamuserimages-a.akamaihd.net/ugc/781853033298189051/123337EC045F6970DA67C78310761D9C9A2A89CD/

https://steamuserimages-a.akamaihd.net/ugc/781853033298188928/DFE767F86509324DAD73D0594F5322DC68F20C31/
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Dr.Shadowds 🐉 22 czerwca 2019 o 18:21 
That's the problem with every game engines. Make something in rendering software, but put it in game it either act differently, or go wrong.

You have to test few things what might have cause it to act as such, either is it giving extra layer, either it moving the wire frame, or etc, could also be a setting you overlook as well.
Dïngus 22 czerwca 2019 o 19:25 
Mesh > Faces > Poke Faces (accessible with Alt+P) will also triangulate the mesh by adding a vertex in the center of each face and fan-filling around the vertex

Could also try

Mesh > Clean up > Split Non-Planar Faces, then set Max angle to 0

What is happening is Blender will let you have faces that are square and they will look fine in blender, until you use a 3rd party renderer, like source engine can only render triangles. In simple terms.

I usually do this manually by connecting opposite corners on square faces.

Think of it this way, a triangle will always be perfectly flat no matter which way you twist either side as long as they are all connected...unlike a square.

You will probably have to redo your UV map though.
Ostatnio edytowany przez: Dïngus; 22 czerwca 2019 o 19:38
Dïngus 22 czerwca 2019 o 19:41 
Another trick I use is to export to .mdl, and open it up into Wings3D. That program will show me faces without correct edges and thats when I do the manual triangulation. You can also fine tune the uvmap there, I find it easier then Blender but I'm also crazy so...
MosquitoFork 23 czerwca 2019 o 14:11 
Początkowo opublikowane przez fourfoxlake:
Mesh > Faces > Poke Faces (accessible with Alt+P) will also triangulate the mesh by adding a vertex in the center of each face and fan-filling around the vertex

Could also try

Mesh > Clean up > Split Non-Planar Faces, then set Max angle to 0

What is happening is Blender will let you have faces that are square and they will look fine in blender, until you use a 3rd party renderer, like source engine can only render triangles. In simple terms.

I usually do this manually by connecting opposite corners on square faces.

Think of it this way, a triangle will always be perfectly flat no matter which way you twist either side as long as they are all connected...unlike a square.

You will probably have to redo your UV map though.

None of these things worked either. I'm thinking I may need to update my system (if that even has anything to do with my problem). Is there anything else that you can suggest? There's also a chance I'm importing and exporting wrong. I'm still relatively new to modeling for source, so I wouldn't be surprised if I made some mistakes.
Dïngus 23 czerwca 2019 o 18:04 
Początkowo opublikowane przez MosquitoFork666:
Początkowo opublikowane przez fourfoxlake:
Mesh > Faces > Poke Faces (accessible with Alt+P) will also triangulate the mesh by adding a vertex in the center of each face and fan-filling around the vertex

Could also try

Mesh > Clean up > Split Non-Planar Faces, then set Max angle to 0

What is happening is Blender will let you have faces that are square and they will look fine in blender, until you use a 3rd party renderer, like source engine can only render triangles. In simple terms.

I usually do this manually by connecting opposite corners on square faces.

Think of it this way, a triangle will always be perfectly flat no matter which way you twist either side as long as they are all connected...unlike a square.

You will probably have to redo your UV map though.

None of these things worked either. I'm thinking I may need to update my system (if that even has anything to do with my problem). Is there anything else that you can suggest? There's also a chance I'm importing and exporting wrong. I'm still relatively new to modeling for source, so I wouldn't be surprised if I made some mistakes.

Yeah I honestly think it's crowbar. If you decompile and recompile some models it does the same thing.

I suggest you try the steam group, it seems active.

https://steamcommunity.com/groups/CrowbarTool/discussions
MosquitoFork 23 czerwca 2019 o 18:16 
Początkowo opublikowane przez fourfoxlake:
Początkowo opublikowane przez MosquitoFork666:

None of these things worked either. I'm thinking I may need to update my system (if that even has anything to do with my problem). Is there anything else that you can suggest? There's also a chance I'm importing and exporting wrong. I'm still relatively new to modeling for source, so I wouldn't be surprised if I made some mistakes.

Yeah I honestly think it's crowbar. If you decompile and recompile some models it does the same thing.

I suggest you try the steam group, it seems active.

https://steamcommunity.com/groups/CrowbarTool/discussions

Thank you so much for your feedback, I really appreciate your kindness towards my issue.
i have the same problem and just cant seem to fix it. it works normally on sfm but it breaks in gmod...
MosquitoFork 28 lipca 2024 o 20:57 
Początkowo opublikowane przez Ryan Davanzo:
i have the same problem and just cant seem to fix it. it works normally on sfm but it breaks in gmod...
I've found that this issue can usually be correlated with using an outdated VTA file on an updated/altered mesh. With more recent versions of crowbar for blender, so long as your mesh contains the proper blendshapes/shape keys, crowbar should automatically generate a new VTA file upon export, which is the file you should be using instead of an older VTA. Moreover, models that have bodygroups with shape keys can also cause compile errors. If the problem persists, walk me through your step by step process so I can assist you more accurately :D
Mike 29 lipca 2024 o 0:00 
This thread was quite old before the recent post, so we're locking it to prevent confusion.
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Wszystkie dyskusje > Fora Steam > Help and Tips > Szczegóły wątku
Data napisania: 22 czerwca 2019 o 18:13
Posty: 9