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Crowbar [Source Engine Modding Tool] CrowbarTool
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Crowbar [Source Engine Modding Tool] CrowbarTool
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Mailer Mar 4, 2018 @ 5:12am
Crowbar is (apparently) unable to count bones properly
For some reason, very recently out of the blue my Crowbar software has started to become really stitchy about how many bones my armature is consisting of, and doesn't want to pass on armatures with more than 128 bones. Now up until now I've generally decided to ignore the warnings of the Blender Export Tool because I know that most of the bones are hollow and don't carry any weight anyway, so it shouldn't be an issue once I do compile it, and it never has been. However...

On this one damn occassion, I cannot for the life of me get this compiling process to work. It initially denied more than 128 bones, even if most of them are hollow, which in turn had me surprised that my old trick all of a sudden didn't work. So I reduced the amount of bones of the armature down to 125, yet it STILL doesn't want to process my model: https://i.imgur.com/K99fdsD.jpg

If this was working literally a day ago, then why isn't it working now? I can easily compile a model that I had exported with +200 bones because most of THEM are hollow, but with this one model, there's just something that doesn't want to work, even IF I reduce the amount of bones it has.
If there is anything I am missing then feel free to come with ideas, because as far as I am concerned, this seems like a problem with the compiler itself, and not something on my behalf.
https://i.imgur.com/Ua2PdQZ.jpg
Last edited by Mailer; Mar 4, 2018 @ 5:13am
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Showing 1-5 of 5 comments
xdshot Mar 4, 2018 @ 5:52am 
Re-export all smds incluiding animations. Make sure compiler uses exactly those smds you exported. You might accidentally changed export folder, or changed names of smds without editing qc, or moved sources to somewhere else.

Make sure you didn't left $definebone lines with unwanted bones.
Mailer Mar 4, 2018 @ 6:19am 
Alright, so I eventually managed to finally compile the model without getting an error. I had to manually pull every single empty bone from the armature one by one and then forcefully remove them in order for the compilation to finally go through. I also had to sacrifice a couple of bones for posing but as long as I can have my attachment points, I am alright with it.

I still question whether or not Crowbar can actually do it's math correctly, because not being able to export something with less than 128 bones in the pool to begin with is just unheard of for me, and really caught me surprised. I am hoping I'll be able to carry on compiling from now on mindlessly, without having to worry about bone-counts again.
It's almost as if on this one lone occassion, Crowbar had a really hard time deciphering what bones were junk and what bones actually served a purpose, because I know for a fact that my model, as far as weighted bones are concerned, had less than 128 bones to count, and honestly had no reason at all to be haltered by this error.

As far as organizing goes, in the way @zDShot™ put it, I was almost being a little sceptical at one point, wondering if I was actually compiling the correct qc file or not, but as far as I can tell, the main issue here actually had nothing to do with it. It was just Crowbar doing something I honestly didn't ever expect it to do. I do appreciate the help though.
Last edited by Mailer; Mar 4, 2018 @ 6:20am
BitCrusader Mar 4, 2018 @ 6:21am 
If you want to use more than 128 bones, you can use Cra0Kalo's hacked studiomdl. Just back up your bin folder (needs to be a newer game like Alien Swarm or CSGO), and copy everything inside the libs folder to it, replacing if necessary. Use it with Crowbar, selecting the game who's studiomdl you replaced. Installing the hacked studiomdl will break the game, which is why I said to backup your bin folder.

Download: http://cra0kalo.com/public/studiomdl_2012_libs_included.7z
Mailer Mar 4, 2018 @ 6:25am 
Originally posted by Skulled Nachos:
If you want to use more than 128 bones, you can use Cra0Kalo's hacked studiomdl. Just back up your bin folder (needs to be a newer game like Alien Swarm or CSGO), and copy everything inside the libs folder to it, replacing if necessary. Use it with Crowbar, selecting the game who's studiomdl you replaced. Installing the hacked studiomdl will break the game, which is why I said to backup your bin folder.

Download: http://cra0kalo.com/public/studiomdl_2012_libs_included.7z

That sounds fantastic if it A: Works alongside the regular Crowbar-software, and B: Doesn't skip a limit of the source engine, as far as Garry's Mod is concerned. I wouldn't want to overstep the limits, making the engine unstable, if I can help it.
I might take a look at that, if I ever get into a dire situation again.
Last edited by Mailer; Mar 4, 2018 @ 6:25am
ZeqMacaw Mar 4, 2018 @ 6:38am 
What the others said should work.

Also note that this is NOT a bug with Crowbar, because Crowbar does NOT do the actual compiling. Moving this to the General Discussions.
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Date Posted: Mar 4, 2018 @ 5:12am
Posts: 5