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Crowbar [Source Engine Modding Tool] CrowbarTool
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Crowbar [Source Engine Modding Tool] CrowbarTool
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GreenPeas Jul 14, 2016 @ 5:42am
Decompiling .ani-files
Hi there! I have a problem. Whenever after decompiling survivors ani.-files, the Crowbar always shows me error with unexpected end of file (EOF) when I'm trying to recompile again.
When I'm opening file, which contains error, I've noticed that there's no "end" line in the end of this .smd-file. The same syntax errors contains another files, but not all of them.
So, what is than mean? How I should properly decompiling survivors ani.-files?
Last edited by GreenPeas; Jul 14, 2016 @ 5:42am
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Showing 1-7 of 7 comments
BenJamin' Jul 15, 2016 @ 8:55am 
I'm having the same problem.

I had to tediously add "end" to the last line of each of these files, then finally I was met with another "overflowed g_numsources" error for having too many SMD's from the QC file. But this was a simple decompile/recompile of the default Bill model from l4d2...
GreenPeas Jul 16, 2016 @ 5:40am 
I suppose, that Crowbar doesn't fully decompile some of the animation files.
I already know about Starter Kits survivors and I noticed some DMX's & SMD's survivors animations but it seems each survivor doesn't contains full set of these anims. For example, Zoey's Starter Kits doesn't include "AimMatrix_*" anims, where should I got them? ;(
I'm looking for the answers.
---------------------------
BTW, I have noticed that you trying to include, create and add all fixes for L4D1 survivors (Miscellaneous Survivors Fixes), great job. ;)
I'm doing the same job, but as basis I'm using NoaJM fixes.
Unfortunately, I'm recently starting to learn about modelling, so sometimes I can't understand how working some functions. ;)
Last edited by GreenPeas; Jul 16, 2016 @ 6:41am
ZooL Jul 16, 2016 @ 2:29pm 
I personally had to export them using Sourcefilmmaker, at least it works but some frames are missing sometimes. You need to do them one by one though.
GreenPeas Jul 17, 2016 @ 7:23am 
At this moment I'm trying to change Ellis' one-handed pistol anims to Bill's proper two-handed pistol. I adding to my QC-file some pistol sequences, which I've grabbed from Bill's animation sources, renamed them to Ellis', but after compiling & testing in-game I've got broken T-pose anim, damn. ;(
BenJamin' Jul 17, 2016 @ 7:25pm 
Originally posted by GreenPeas:
I'm doing the same job, but as basis I'm using NoaJM fixes.
Unfortunately, I'm recently starting to learn about modelling, so sometimes I can't understand how working some functions. ;)

I'm in the same boat, to be honest. I'm still trying to reverse engineer what others have done, and trying to stitch all of them together without compatibility errors. There are many bugs with the survivor's animations and animations happen to be my biggest road block at the moment. :/

NoaJM's anim fixes seem to be the best anyone has put together so far. Unfortunately, his work seems to be abandoned for now, and I think our best bet is to get into contact with him directly, if possible.

Originally posted by ZooL:
I personally had to export them using Sourcefilmmaker, at least it works but some frames are missing sometimes. You need to do them one by one though.

Unfortunately that might be the only option at the moment, but thanks for your help. :)
Last edited by BenJamin'; Jul 17, 2016 @ 8:07pm
BenJamin' Aug 3, 2016 @ 9:57am 
Originally posted by BenJamin':
I'm having the same problem.

I had to tediously add "end" to the last line of each of these files, then finally I was met with another "overflowed g_numsources" error for having too many SMD's from the QC file. But this was a simple decompile/recompile of the default Bill model from l4d2...

Actually, this doesn't quite solve the problem. Even though it lets you finish compiling, if you decompiled the anims using crowbar, the anims will still be broken. You'll have to use studiocompiler or a similar tool instead.
GreenPeas Aug 3, 2016 @ 8:34pm 
Originally posted by BenJamin':
You'll have to use studiocompiler or a similar tool instead
So, did you checking in-game for any errors and broken animations after recompiling .ani-files this way?
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Date Posted: Jul 14, 2016 @ 5:42am
Posts: 7