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Crowbar [Source Engine Modding Tool] CrowbarTool
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Crowbar [Source Engine Modding Tool] CrowbarTool
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CBlake Aug 17, 2018 @ 10:22am
Help Asap NOT COMPILING FULLY NO ERRORS WTF!?!?!
Aight, so I am a commissioned model and Developmental Assistant for Synergy Roleplay on GarrysMod
I have compiled many models aboout 15 to be exact and have ran into multiple issues that are normally fixed by just changing a few lines of coding or adding stuff that I may of missed.
BUT
this issues is something I have never encountered until these models.
I have been working for the past 5 days using other peoples crowbar to try to see what the issue is and still have not

the issue?
It isn't fully compiling the model.
what do I mean?
all the models I have made compile and give around 5 files (.mdl,.vvd, etc.) however these models. no matter what I do, from using other peoples crowbar to changing the qc a milliion times the issue always goes back to JUST giving me a 0KB .mdl file and that is it.

here is what the qc looks like
'''
$ModelName "player/synergyroleplay/cblake/41stec/heavy/41sthvy.mdl" $CDMaterials "models/player/synergyroleplay/cblake/41stec/heavy" $CDMaterials "models/player/synergyroleplay/cblake/41stec/shared" $BodyGroup "Body" { studio "41_heavy_cg_body_reference.smd" } $BodyGroup "Kama" { studio "41_heavy_cg_kama_reference.smd" studio "41_heavy_cg_kilt_reference.smd" blank } $BodyGroup "Head" { studio "41_heavy_cg_helmet_reference.smd" studio "41st_head1_reference.smd" studio "41st_head2_reference.smd" studio "41st_head3_reference.smd" studio "41st_head4_reference.smd" studio "41st_head5_reference.smd" studio "41st_head6_reference.smd" } $BodyGroup "Hair" { blank studio "41st_hair1_reference.smd" studio "41st_hair2_reference.smd" studio "41st_hair3_reference.smd" studio "41st_hair4_reference.smd" studio "41st_hair5_reference.smd" studio "41st_hair6_reference.smd" studio "41st_hair7_reference.smd" } $BodyGroup "Facial Hair" { blank studio "41st_fhair1_reference.smd" studio "41st_fhair2_reference.smd" studio "41st_fhair3_reference.smd" } $BodyGroup "Pistols" { studio "41_heavy_cg_pistolsholsters_reference.smd" blank } $BodyGroup "Sunvisor" { studio "41_heavy_ph2sunvisor_reference.smd" blank } $BodyGroup "Macrobinoculars" { blank studio "41_heavy_cg_binos_up_reference.smd" studio "41_heavy_cg_binos_down_reference.smd" } $BodyGroup "Backpack" { blank studio "41_heavy_cg_backpack_reference.smd" } $BodyGroup "Heavy Bandolier" { blank studio "41_heavy_bandolier_reference.smd" } $BodyGroup "Chest Pauldron" { blank studio "41_heavy_ph2pauldron_center_reference.smd" } $BodyGroup "Left Shoulder" { blank studio "41_heavy_ph2pauldron_left_1_reference.smd" } $BodyGroup "Right Shoulder" { blank studio "41_heavy_ph2pauldron_right_1_reference.smd" } $BodyGroup "Shoulder Ant" { blank studio "41_heavy_cg_shoulderant_L_reference.smd" studio "41_heavy_cg_shoulderant_R_reference.smd" } $TextureGroup "skinfamilies" { { "hair" } { "hair1" } { "hair2" } { "hair3" } { "hair4" } { "hair5" } { "hair6" } { "hair7" } { "hair8" } } $SurfaceProp "flesh" $Contents "solid" $MaxEyeDeflection 90 $AmbientBoost $MostlyOpaque $Attachment "mouth" "ValveBiped.Bip01_Head1" 0.6 -5.5 0 rotate 0 -80 -90 $Attachment "chest" "ValveBiped.Bip01_Spine2" 5 4 0 rotate 0 90 90 $Attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0 $Attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0 0 0 rotate -90 -90 0 $Attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0 0 0 rotate -90 -90 0 $Attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0 0 0 rotate -90 -90 0 $CBox 0 0 0 0 0 0 $BBox -6.655 -26.362 -2.689 7.265 26.348 74.218 $BoneMerge "ValveBiped.Bip01_Pelvis" $BoneMerge "ValveBiped.Bip01_Spine" $BoneMerge "ValveBiped.Bip01_Spine1" $BoneMerge "ValveBiped.Bip01_Spine2" $BoneMerge "ValveBiped.Bip01_Spine4" $BoneMerge "ValveBiped.Bip01_R_Clavicle" $BoneMerge "ValveBiped.Bip01_R_UpperArm" $BoneMerge "ValveBiped.Bip01_R_Forearm" $BoneMerge "ValveBiped.Bip01_R_Hand" $BoneMerge "ValveBiped.Anim_Attachment_RH" $ProceduralBones "41_heavy.vrd" $Sequence "ragdoll" { "41st_EC_anims\ragdoll.smd" activity "ACT_DIERAGDOLL" 1 fadein 0.2 fadeout 0.2 fps 30 } $IncludeModel "m_anm.mdl" $IKChain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0 $IKChain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0 $IKChain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0 $IKChain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0 $IKAutoPlayLock "rfoot" 1 0.1 $IKAutoPlayLock "lfoot" 1 0.1 $CollisionJoints "41_heavy_physics.smd" { $mass 0 $inertia 10 $damping 0.01 $rotdamping 1.5 $rootbone "valvebiped.bip01_pelvis" $jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -12 12 0 $jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -73 6 0 $jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -93 30 0 $jointconstrain "ValveBiped.Bip01_L_Calf" x limit 0 0 0 $jointconstrain "ValveBiped.Bip01_L_Calf" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_L_Calf" z limit -8 126 0 $jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -12 12 0 $jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -8 75 0 $jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -97 32 0 $jointconstrain "ValveBiped.Bip01_R_Calf" x limit 0 0 0 $jointconstrain "ValveBiped.Bip01_R_Calf" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_R_Calf" z limit -12 126 0 $jointconstrain "ValveBiped.Bip01_R_Foot" x limit 0 0 0 $jointconstrain "ValveBiped.Bip01_R_Foot" y limit -25 6 0 $jointconstrain "ValveBiped.Bip01_R_Foot" z limit -15 35 0 $jointconstrain "ValveBiped.Bip01_Spine2" x limit -48 48 0 $jointconstrain "ValveBiped.Bip01_Spine2" y limit -25 25 0 $jointconstrain "ValveBiped.Bip01_Spine2" z limit -25 50 0 $jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -30 30 0 $jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -95 84 0 $jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -86 26 0 $jointconstrain "ValveBiped.Bip01_L_Forearm" x limit 0 0 0 $jointconstrain "ValveBiped.Bip01_L_Forearm" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -149 4 0 $jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -39 39 0 $jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -79 95 0 $jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -93 23 0 $jointconstrain "ValveBiped.Bip01_R_Forearm" x limit 0 0 0 $jointconstrain "ValveBiped.Bip01_R_Forearm" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -149 4 0 $jointconstrain "ValveBiped.Bip01_R_Hand" x limit -60 60 0 $jointconstrain "ValveBiped.Bip01_R_Hand" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_R_Hand" z limit -57 70 0 $jointconstrain "ValveBiped.Bip01_Head1" x limit -20 20 0 $jointconstrain "ValveBiped.Bip01_Head1" y limit -25 25 0 $jointconstrain "ValveBiped.Bip01_Head1" z limit -13 30 0 $jointconstrain "ValveBiped.Bip01_L_Hand" x limit -37 37 0 $jointconstrain "ValveBiped.Bip01_L_Hand" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_L_Hand" z limit -57 59 0 $jointconstrain "ValveBiped.Bip01_L_Foot" x limit 0 0 0 $jointconstrain "ValveBiped.Bip01_L_Foot" y limit -19 19 0 $jointconstrain "ValveBiped.Bip01_L_Foot" z limit -15 35 0 } $CollisionText { animatedfriction { "animfrictionmin" "1.000000" "animfrictionmax" "400.000000" "animfrictiontimein" "0.500000" "animfrictiontimeout" "0.300000" "animfrictiontimehold" "0.000000" } editparams { "rootname" "valvebiped.bip01_pelvis" "totalmass" "90.000000" "jointmerge" "valvebiped.bip01_pelvis,valvebiped.bip01" "jointmerge" "valvebiped.bip01_pelvis,valvebiped.bip01_spine1"
```
and here is what happens when the model gets compiled
```
Compiling ".\41st_heavy.qc" ... Output from compiler "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\studiomdl.exe": qdir: "c:\users\cbshu_000\desktop\41st elite corp (battalion pack)\heavy trooper\smds\" gamedir: "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\hl2\" g_path: "41st_heavy.qc" Building binary model files... Working on "41st_heavy.qc" SMD MODEL 41_heavy_cg_body_reference.smd SMD MODEL 41_heavy_cg_kama_reference.smd SMD MODEL 41_heavy_cg_kilt_reference.smd SMD MODEL 41_heavy_cg_helmet_reference.smd SMD MODEL 41st_head1_reference.smd SMD MODEL 41st_head2_reference.smd SMD MODEL 41st_head3_reference.smd SMD MODEL 41st_head4_reference.smd SMD MODEL 41st_head5_reference.smd SMD MODEL 41st_head6_reference.smd SMD MODEL 41st_hair1_reference.smd SMD MODEL 41st_hair2_reference.smd SMD MODEL 41st_hair3_reference.smd SMD MODEL 41st_hair4_reference.smd SMD MODEL 41st_hair5_reference.smd SMD MODEL 41st_hair6_reference.smd SMD MODEL 41st_hair7_reference.smd SMD MODEL 41st_fhair1_reference.smd SMD MODEL 41st_fhair2_reference.smd SMD MODEL 41st_fhair3_reference.smd SMD MODEL 41_heavy_cg_pistolsholsters_reference.smd SMD MODEL 41_heavy_ph2sunvisor_reference.smd SMD MODEL 41_heavy_cg_binos_up_reference.smd SMD MODEL 41_heavy_cg_binos_down_reference.smd SMD MODEL 41_heavy_cg_backpack_reference.smd SMD MODEL 41_heavy_bandolier_reference.smd SMD MODEL 41_heavy_ph2pauldron_center_reference.smd SMD MODEL 41_heavy_ph2pauldron_left_1_reference.smd SMD MODEL 41_heavy_ph2pauldron_right_1_reference.smd SMD MODEL 41_heavy_cg_shoulderant_L_reference.smd SMD MODEL 41_heavy_cg_shoulderant_R_reference.smd SMD MODEL 41st_EC_anims\ragdoll.smd SMD MODEL 41_heavy_physics.smd Processing jointed collision model ValveBiped.Bip01_Pelvis ( 29 verts, 1 convex elements) volume: 945.95 ValveBiped.Bip01_Spine2 ( 40 verts, 1 convex elements) volume: 1803.86 ValveBiped.Bip01_Head1 ( 91 verts, 1 convex elements) volume: 382.86 ValveBiped.Bip01_R_UpperArm ( 21 verts, 1 convex elements) volume: 258.75 ValveBiped.Bip01_R_Forearm ( 25 verts, 1 convex elements) volume: 130.11 ValveBiped.Bip01_R_Hand ( 15 verts, 1 convex elements) volume: 75.64 ValveBiped.Bip01_L_UpperArm ( 21 verts, 1 convex elements) volume: 254.85 ValveBiped.Bip01_L_Forearm ( 25 verts, 1 convex elements) volume: 130.75 ValveBiped.Bip01_L_Hand ( 15 verts, 1 convex elements) volume: 79.83 ValveBiped.Bip01_R_Thigh ( 26 verts, 1 convex elements) volume: 756.31 ValveBiped.Bip01_R_Calf ( 26 verts, 1 convex elements) volume: 367.16 ValveBiped.Bip01_R_Foot ( 12 verts, 1 convex elements) volume: 176.60 ValveBiped.Bip01_L_Thigh ( 26 verts, 1 convex elements) volume: 756.31 ValveBiped.Bip01_L_Calf ( 26 verts, 1 convex elements) volume: 367.72 ValveBiped.Bip01_L_Foot ( 12 verts, 1 convex elements) volume: 176.60 Collision model completed. --------------------- writing C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\hl2\models/player/synergyroleplay/cblake/41stec/heavy/41sthvy.mdl: bones 22188 bytes (66) animation x y ips angle @ragdoll 0.00 0.00 : 0.00 ( 90.00) 3.3 animations 1512 bytes (1 anims) (101 frames) [0:03] sequences 480 bytes (1 seq) Crowbar: Moved compiled model file "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\hl2\models\player\synergyroleplay\cblake\41stec\heavy\41sthvy.mdl" to "C:\Users\cbshu_000\Desktop\[SR] 41st Elite Corps\models\player\synergyroleplay\cblake\41stec\heavy" Crowbar: Deleted empty temporary compile folder "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\hl2\models" ... Compiling ".\41st_heavy.qc" finished. Check above for any errors. ... Compiling with Crowbar 0.56: "C:\Users\cbshu_000\Desktop\41st Elite Corp (Battalion Pack)\Heavy Trooper\smds\41st_heavy.qc" finished.
```
No errors no nothing. but it only gives me a .mdl why?
Last edited by ZeqMacaw; Aug 17, 2018 @ 12:48pm
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Showing 1-6 of 6 comments
ZeqMacaw Aug 17, 2018 @ 12:54pm 
Either the compiler (studiomdl) is failing without finishing the compile or Crowbar is not showing some error messages form the compiler.

If you zip the files you are trying to compile, upload, and link the zip here, I can check if Crowbar is failing. I think I have seen this before and it was the compiler failing for an unknown reason.
Momo Aug 17, 2018 @ 12:57pm 
In the future please consider wrapping the QC file contents/compile log into
code and /code commands(check Formatting Help)
or uploading them to a service like Pastebin so they are formatted properly and are easier to read.

I can't seem to find any issues just by looking at what you've posted so, if you want, you can send me the files (qc, smd) and I can take a closer look.
Last edited by Momo; Aug 17, 2018 @ 12:58pm
CBlake Aug 17, 2018 @ 7:20pm 
Originally posted by ZeqMacaw:
Either the compiler (studiomdl) is failing without finishing the compile or Crowbar is not showing some error messages form the compiler.

If you zip the files you are trying to compile, upload, and link the zip here, I can check if Crowbar is failing. I think I have seen this before and it was the compiler failing for an unknown reason.

https://cdn.discordapp.com/attachments/443829003703549963/480053394271371265/41heavy.rar
CBlake Aug 17, 2018 @ 7:26pm 
Originally posted by Momo:
In the future please consider wrapping the QC file contents/compile log into
code and /code commands(check Formatting Help)
or uploading them to a service like Pastebin so they are formatted properly and are easier to read.

I can't seem to find any issues just by looking at what you've posted so, if you want, you can send me the files (qc, smd) and I can take a closer look.
the qc was a copy from my Developer that im the assistant of i used it once and tried compiling but it wouldnt work, i gave it to him and it compiled just fine, i then deleted my crowbar and redownloaded it (thinking maybe my crowbar was bugged) but it still did not work i even ran it out of admin and as admin and it still didnt work. i have posted a discord link that will download the rar file above. The same qc has been used for multiple models from this person (name disclosed) he has multiple years with modeling and even he cant figure out the issue not even our Head Of Development can figure it out
ZeqMacaw Aug 18, 2018 @ 2:15pm 
I downloaded the file you provided. I tried to compile in Crowbar 0.56 using the "Source SDK 2013 Multiplayer" game setup and a "studiomdl.exe has stopped working" error window pops up after this line is written to the log:
sequences 480 bytes (1 seq)
Choosing the "Close the program" option, the error window closes and the log continues just like what was posted by the original poster.

There is clearly something about the model files that the SDK 2013 MP model compiler is failing to handle, so I tried "Source SDK 2013 Singleplayer" game setup. That compiler seems to finish the compile and creates the model files.
Last edited by ZeqMacaw; Aug 18, 2018 @ 2:16pm
CBlake Aug 22, 2018 @ 6:22am 
Originally posted by ZeqMacaw:
I downloaded the file you provided. I tried to compile in Crowbar 0.56 using the "Source SDK 2013 Multiplayer" game setup and a "studiomdl.exe has stopped working" error window pops up after this line is written to the log:
sequences 480 bytes (1 seq)
Choosing the "Close the program" option, the error window closes and the log continues just like what was posted by the original poster.

There is clearly something about the model files that the SDK 2013 MP model compiler is failing to handle, so I tried "Source SDK 2013 Singleplayer" game setup. That compiler seems to finish the compile and creates the model files.
Hi, went out of town before I could see this but I also finally got the error and thought to switch over to my other computer (uses Windows 10 and processes stuff alot smoother) Once applying the "GarrysMod" as my game dir. i hit compile and it went just fine. for now on I am going to use my other computer but i will try switching over to the singleplayer sdk just 1 question. that won't affect the model on a multiplayer server will it?
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Date Posted: Aug 17, 2018 @ 10:22am
Posts: 6