STEAM GROUP
Crowbar [Source Engine Modding Tool] CrowbarTool
STEAM GROUP
Crowbar [Source Engine Modding Tool] CrowbarTool
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Error: Max Textures/Materials 32
Hey! I was wondering that since the februrary update has stated something along the line, that it's studiomdl compiler has been changed from its 32 maximum materials does basically affect crowbar.exe itself, since I'm currently working on a little project of mine which requires definitely more than just 32 materials in order to make it look and be properly.

Anyone got an possible idea? I have not updated crowbar since since #0.56 since I haven't had the requirement to do so - so far - And after reading the updates I doubt it has something to do with crowbar.exe itself.

When using (or attempting) to use the studiomdl.exe from Garry's Mod, it doesn't just work, so been always using crowbar so far.

Thank you for replies!
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Showing 1-4 of 4 comments
green Apr 22, 2019 @ 6:35pm 
Not sure if the new update removed the limit-- I have some serious doubts on that, but if it did, that's seriously epic. Here's how to reduce the material quantity, though:

https://www.youtube.com/watch?v=U57dBBxE0ew
ZeqMacaw Apr 22, 2019 @ 6:59pm 
Crowbar does not do any compiling and simply calls a game's studiomdl to do the compiling.

If Garry's Mod is the game you are trying to compile for, then make sure you select the Garry's Mod game setup in Crowbar. Also make sure the Garry's Mod game setup actually points to Garry's Mod studiomdl.

Based on your comment on the main page of this steam group, you might be confusing two different features. "Max texture 32 error" is probably the material limit. "Infinite bodygroups" is a totally separate feature. Thus, if the update only increased bodygroups limit, that will not affect the limit of materials or textures.
I might have mistaken that indeed - https://puu.sh/DiDnF/b264723ff9.png (Latest one)


(Editted)

I have just now decided to use another method in order to apply wanted ranks onto the models, it is a little bit more complicated but it does seem to work however:

Upon opening the game (And having the addon subscribed), I have 3 diffrent model types which would be the models themselves with faces & bodygroups, extra caps + additional features (Using the same bone layout) and once a vest that can be also applied onto every model, entirely seperated, so that user(s) in Garry's Mod can simply use the bonemerge tool in order to apply said features onto even other models which are not associated within the models, that I was working on the entire time.

I still appreciate the fast responses and also thank you @Hunter in a green vest for the video!:)
Last edited by [CZ] Colonel Clanny; Apr 23, 2019 @ 1:52am
egnarts Apr 3, 2020 @ 6:34am 
fuck
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Date Posted: Apr 22, 2019 @ 6:24pm
Posts: 4