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Crowbar [Source Engine Modding Tool] CrowbarTool
STEAM GRUBU
Crowbar [Source Engine Modding Tool] CrowbarTool
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26 Ekim 2013
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Too many indices in source, can anyone help?
So what I am trying to do is compile a QC to make a playermodel but whilst it is creating the mdl it comes up with this error
ERROR: too many indices in source: "bigman.smd"
ERROR: Aborted Processing on 'bigman.mdl'
WARNING: Leaking 1 elements
I have no idea what could be causing this problem for me, any help would be appreciated
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17 yorumdan 1 ile 15 arası gösteriliyor
Sounds like you either have too many verts in that .SMD and/or a little { or " that doesn't have a match. Can you share the .QC?
My model has 8,940 verts and my QC is: (I did not make it I used another one that came with a previous tutorial but it worked before)
// Created by Crowbar 0.19.0.0 $modelname "bigman.mdl" $model "Big Man" "bigman.smd" $cdmaterials "models\player\bigman\" // $attachment "eyes" "ValveBiped.Bip01_Head1" 3.2 -3.5 0.12 rotate 0 -80.1 -90 $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 $surfaceprop "flesh" $contents "solid" $hboxset "default" $hbox 1 "ValveBiped.Bip01_Head1" -1.25 -6.5 -3.19 8.25 3.5 3.31 $hbox 4 "ValveBiped.Bip01_L_UpperArm" 0 -2.75 -2.75 12.51 1.75 2.25 $hbox 4 "ValveBiped.Bip01_L_Forearm" 0 -2.19 -2.38 13 1.81 1.62 $hbox 4 "ValveBiped.Bip01_L_Hand" 0.06 -2 -1.5 4.06 1 2.5 $hbox 5 "ValveBiped.Bip01_R_UpperArm" 0 -3 -2.25 12.39 2 2.75 $hbox 5 "ValveBiped.Bip01_R_Forearm" -0.5 -2.2 -1.55 12.5 1.8 2.45 $hbox 5 "ValveBiped.Bip01_R_Hand" 0.06 -2 -2.5 4.06 1 1.5 $hbox 6 "ValveBiped.Bip01_L_Thigh" 0 -3.75 -3.25 17.85 3.75 3.25 $hbox 6 "ValveBiped.Bip01_L_Calf" 0 -3.51 -3.28 15.64 3.49 2.72 $hbox 6 "ValveBiped.Bip01_L_Foot" -1.07 -2 -2.84 5.04 5 2.16 $hbox 6 "ValveBiped.Bip01_L_Toe0" -0.5 -3 -2.19 2.5 0 2.46 $hbox 7 "ValveBiped.Bip01_R_Thigh" 0 -3.75 -3.25 17.85 3.75 3.25 $hbox 7 "ValveBiped.Bip01_R_Calf" 0 -3.51 -2.82 15.64 3.49 3.18 $hbox 7 "ValveBiped.Bip01_R_Foot" -1.06 -2.01 -2.28 5.05 4.99 2.72 $hbox 7 "ValveBiped.Bip01_R_Toe0" -0.5 -3 -2.6 2.5 0 2.1 $hbox 3 "ValveBiped.Bip01_Pelvis" -7.5 -5.5 -6 7.5 8.5 5 $hbox 2 "ValveBiped.Bip01_Spine2" -2.5 -2.5 -7 14.5 7.5 7 $skipboneinbbox $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00 $includemodel "f_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 "male_07_physics.smd" { $mass 0 $inertia 10 $damping 0.01 $rotdamping 1.5 $rootbone "valvebiped.bip01_pelvis" $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_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_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_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_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_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_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_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_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 $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 } $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" } } $proceduralbones "male_07.vrd" $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" $jigglebone "Jigglebone16" { is_flexible { yaw_stiffness 400 yaw_damping 6 pitch_stiffness 400 pitch_damping 8 tip_mass 5 length 30 angle_constraint 37 } } $jigglebone "Jigglebone2" { is_flexible { yaw_stiffness 400 yaw_damping 6 pitch_stiffness 400 pitch_damping 8 tip_mass 5 length 30 angle_constraint 37 } } $jigglebone "Jigglebone3" { is_flexible { yaw_stiffness 400 yaw_damping 6 pitch_stiffness 400 pitch_damping 8 tip_mass 5 length 30 angle_constraint 37 } } $jigglebone "Jigglebone4" { is_flexible { yaw_stiffness 400 yaw_damping 6 pitch_stiffness 400 pitch_damping 8 tip_mass 5 length 30 angle_constraint 37 } } $jigglebone "Jigglebone5" { is_flexible { yaw_stiffness 400 yaw_damping 6 pitch_stiffness 400 pitch_damping 8 tip_mass 5 length 30 angle_constraint 37 } } $jigglebone "Jigglebone6" { is_flexible { yaw_stiffness 400 yaw_damping 6 pitch_stiffness 400 pitch_damping 8 tip_mass 5 length 30 angle_constraint 37 } } $jigglebone "Jigglebone7" { is_flexible { yaw_stiffness 400 yaw_damping 6 pitch_stiffness 400 pitch_damping 8 tip_mass 5 length 30 angle_constraint 37 } } $jigglebone "Jigglebone8" { is_flexible { yaw_stiffness 400 yaw_damping 6 pitch_stiffness 400 pitch_damping 8 tip_mass 5 length 30 angle_constraint 37 } } $jigglebone "Jigglebone9" { is_flexible { yaw_stiffness 400 yaw_damping 6 pitch_stiffness 400 pitch_damping 8 tip_mass 5 length 30 angle_constraint 37 } } $jigglebone "Jigglebone10" { is_flexible { yaw_stiffness 400 yaw_damping 6 pitch_stiffness 400 pitch_damping 8 tip_mass 5 length 30 angle_constraint 37 } } $jigglebone "Jigglebone11" { is_flexible { yaw_stiffness 400 yaw_damping 6 pitch_stiffness 400 pitch_damping 8 tip_mass 5 length 30 angle_constraint 37 } } $jigglebone "Jigglebone12" { is_flexible { yaw_stiffness 400 yaw_damping 6 pitch_stiffness 400 pitch_damping 8 tip_mass 5 length 30 angle_constraint 37 } } $jigglebone "Jigglebone13" { is_flexible { yaw_stiffness 400 yaw_damping 6 pitch_stiffness 400 pitch_damping 8 tip_mass 5 length 30 angle_constraint 37 } } $jigglebone "Jigglebone14" { is_flexible { yaw_stiffness 400 yaw_damping 6 pitch_stiffness 400 pitch_damping 8 tip_mass 5 length 30 angle_constraint 37 } } $jigglebone "Jigglebone15" { is_flexible { yaw_stiffness 400 yaw_damping 6 pitch_stiffness 400 pitch_damping 8 tip_mass 5 length 30 angle_constraint 37 } } $jigglebone "Jigglebone16" { is_flexible { yaw_stiffness 400 yaw_damping 6 pitch_stiffness 400 pitch_damping 8 tip_mass 5 length 30 angle_constraint 37 } } $jigglebone "Jigglebone17" { is_flexible { yaw_stiffness 400 yaw_damping 6 pitch_stiffness 400 pitch_damping 8 tip_mass 5 length 30 angle_constraint 37 } } $jigglebone "Jigglebone18" { is_flexible { yaw_stiffness 400 yaw_damping 6 pitch_stiffness 400 pitch_damping 8 tip_mass 5 length 30 angle_constraint 37 } } $jigglebone "Jigglebone19" { is_flexible { yaw_stiffness 400 yaw_damping 6 pitch_stiffness 400 pitch_damping 8 tip_mass 5 length 30 angle_constraint 37 } } $jigglebone "Jigglebone20" { is_flexible { yaw_stiffness 400 yaw_damping 6 pitch_stiffness 400 pitch_damping 8 tip_mass 5 length 30 angle_constraint 37 } } $jigglebone "Jigglebone21" { is_flexible { yaw_stiffness 400 yaw_damping 6 pitch_stiffness 400 pitch_damping 8 tip_mass 5 length 30 angle_constraint 37 } } $jigglebone "Jigglebone22" { is_flexible { yaw_stiffness 400 yaw_damping 6 pitch_stiffness 400 pitch_damping 8 tip_mass 5 length 30 angle_constraint 37 } } $jigglebone "Jigglebone23" { is_flexible { yaw_stiffness 400 yaw_damping 6 pitch_stiffness 400 pitch_damping 8 tip_mass 5 length 30 angle_constraint 37 } } $jigglebone "Jigglebone24" { is_flexible { yaw_stiffness 400 yaw_damping 6 pitch_stiffness 400 pitch_damping 8 tip_mass 5 length 30 angle_constraint 37 } } $jigglebone "Jigglebone25" { is_flexible { yaw_stiffness 400 yaw_damping 6 pitch_stiffness 400 pitch_damping 8 tip_mass 5 length 30 angle_constraint 37 } } $jigglebone "Jigglebone26" { is_flexible { yaw_stiffness 400 yaw_damping 6 pitch_stiffness 400 pitch_damping 8 tip_mass 5 length 30 angle_constraint 37 } } $jigglebone "Jigglebone27" { is_flexible { yaw_stiffness 400 yaw_damping 6 pitch_stiffness 400 pitch_damping 8 tip_mass 5 length 30 angle_constraint 37 } } $jigglebone "Jigglebone28" { is_flexible { yaw_stiffness 400 yaw_damping 6 pitch_stiffness 400 pitch_damping 8 tip_mass 5 length 30 angle_constraint 37 } }
Hmm... Can you give me the full log of the compile? Everything before and after the error.
En son green tarafından düzenlendi; 30 Mar 2019 @ 11:53
Compiling with Crowbar 0.58: "C:\Users\xande\Desktop\bigmanplayermodel\models\player\bigman\bigman.qc" ...

Compiling ".\bigman.qc" ...
Output from compiler "D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\studiomdl.exe":
qdir: "c:\users\xande\desktop\bigmanplayermodel\models\player\bigman\"
gamedir: "D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\"
g_path: "bigman.qc"
Building binary model files...
Working on "bigman.qc"
SMD MODEL bigman.smd
ERROR: too many indices in source: "bigman.smd"
ERROR: Aborted Processing on 'bigman.mdl'
WARNING: Leaking 1 elements
... Compiling ".\bigman.qc" finished. Check above for any errors.

... Compiling with Crowbar 0.58: "C:\Users\xande\Desktop\bigmanplayermodel\models\player\bigman\bigman.qc" finished.
It looks like there's something wrong with the .smd. Boot up the .smd in Blender, go to edit mode, and record the verts, edges, faces, and tris.
İlk olarak Maygik tarafından gönderildi:
This is my file layout as well
https://i.gyazo.com/1f11642697653fbc57a948d4740fd669.png
85kb? Yeah, I doubt that's a 8k vert model.
Ahah I figured out why it wasn't working, I was looking in the wrong file for the SMD as I forgot to change the export directory and as such it was the same thing each time
İlk olarak Maygik tarafından gönderildi:
Ahah I figured out why it wasn't working, I was looking in the wrong file for the SMD as I forgot to change the export directory and as such it was the same thing each time
So, it's able to compile now?
Yep compiled and all, testing to see if textures work now
And it is done and published, thanks for the help
İlk olarak Maygik tarafından gönderildi:
Yep compiled and all, testing to see if textures work now
Wonderful! Glad you got it working. FYI, you don't need to load a Gmod map everytime to see if it works. You can drag the .mdl model into Crowbar's "View" section, change the game to "Garry's Mod", and hit "View.

That will open up Garry's Mod's HLMV (half life model viewer). If you throw your mod's materials folder at "GarrysMod\garrysmod" you can even test the materials there too. Just copy the materials folder (modname/materials < copy just the materials folder) and paste it at that location.
İlk olarak Maygik tarafından gönderildi:
And it is done and published, thanks for the help
No problem! :lunar2019grinningpig:
İlk olarak Maygik tarafından gönderildi:
Ahah I figured out why it wasn't working, I was looking in the wrong file for the SMD as I forgot to change the export directory and as such it was the same thing each time
Please for the love of god, can you elaborate on what you did wrong :steamsad:? im having the same issue as you almost word for word and i cannot figure out what to do
İlk olarak @RealSteveFromMinecraft tarafından gönderildi:
İlk olarak Maygik tarafından gönderildi:
Ahah I figured out why it wasn't working, I was looking in the wrong file for the SMD as I forgot to change the export directory and as such it was the same thing each time
Please for the love of god, can you elaborate on what you did wrong :steamsad:? im having the same issue as you almost word for word and i cannot figure out what to do
How many verts does your file (s) have?
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