STEAM GROUP
Crowbar [Source Engine Modding Tool] CrowbarTool
STEAM GROUP
Crowbar [Source Engine Modding Tool] CrowbarTool
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Ayukas Aug 16, 2021 @ 5:27pm
Crowbar failed to compile VTA file for a l4d2 mod
So i was working on a l4d2 survivor mod. i made the flex facial animations through the morpher tool in 3ds max and exported as a VTA file.

when I compiled the .qc, crowbar successfully found the .vta and loaded it in. Crowbar did not report any error but the line indicating flex says
Originally posted by author:
"flexes 0 bytes (2 flexes)"
.
looks like it loaded the vta file and understood the .qc, but somehow failed to compile it into correct flexes. I can see the "blink" showing in the model viewer but there is no actual effect.
it's not working in the game either.

I'm currently using 3ds max 2020 and the corresponding vta plugins. I've also tried two different plugins (one by wall worm and one by NeilJed). They output files in different sizes but neither was working.
I also checked the exported vta file via the text editor, and it looks pretty legit to me.
Last edited by Ayukas; Aug 16, 2021 @ 5:29pm
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Showing 1-4 of 4 comments
Ayukas Aug 16, 2021 @ 5:32pm 
and here's my .qc
Originally posted by .qc:

// additional search directories
// these replace the need to use $pushd and $popd
$addsearchdir "dmx/"
$addsearchdir "dmx/animations/"

$modelname "survivors/survivor_producer.mdl"
$cdmaterials "Nijisanji/Yuuhiriri"


$bbox -13 -13 0 13 13 72
$scale .888 //WARNING:: if this changes please re-export the vrd file and multiply position values by the new scale factor - seems there is a studiomdl bug (?) which causes the helper bones to not get scaled along with the rest of the model
$forcecapsules

$ambientboost

$mostlyopaque
$surfaceprop "flesh"

// Definebones generated bone list.
// DONT FORGET TO REMOVE THIS IF YOU WANT TO REBUILD THE BONE LIST!
$include "QCIs/producer_bones.qci"



////////////////////////////////////////////////////////////////////////////////////////////
//
// Face and Head
//
////////////////////////////////////////////////////////////////////////////////////////////

$eyeposition 0 0 70

// Eyes can look this many degrees up/down/to the sides
$maxeyedeflection 30

//head controllers
$attachment "eyes" "ValveBiped.Bip01_Head1" -0.06 -2.60 68.42 absolute
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.80 -5.80 -0.15 rotate 0 -80 -90
$attachment "survivor_light" "ValveBiped.Bip01_Spine2" 6.00 24.00 -0.00 rotate 0
$attachment "forward" "ValveBiped.forward" 0 0 0

$model producer "DMX/YuuhiririFull.SMD" {


flexfile "YuuhiririFanimTest1.vta"
{
defaultflex frame 0
flex "blink" frame 1
}

flexcontroller blink range 0 1 blink

%blink = blink

}

$forcephonemecrossfade

$sequence "CustomRochelle" {
"DMX\refModified.SMD"
fadein 0.2
fadeout 0.2
fps 30
}

$sequence "ragdoll" {
"DMX\refModified.SMD"
activity "ACT_DIERAGDOLL" 1
fadein 0.2
fadeout 0.2
fps 30
}
//
$include "QCIs/Anims_RigToZoey_ReplaceRochelle.qci"

$sequence reference "DMX/refModified.SMD" fps 1

$animation a_proportions "DMX/proportion.SMD" subtract reference 0

$sequence proportions a_proportions predelta autoplay




////////////////////////////////////////////////////////////////////////////////////////////
//
// QCI and Model Includes
//
////////////////////////////////////////////////////////////////////////////////////////////

$include "QCIs/attachment2.qci"
$include "QCIs/a.qci"
$include "QCIs/survivor_male_ruleshierarchy.qci"
$include "QCIs/survivor_male_hitbox.qci"
$include "QCIs/survivor_male_ragdoll.qci"
$include "QCIs/survivors_bonemerge.qci"


$includemodel "survivors/anim_teenangst.mdl"
$includemodel "survivors/gestures_TeenAngst.mdl"
Ayukas Aug 16, 2021 @ 5:35pm 
and here's my crowbar compile log
Originally posted by crowbar:
Compiling with Crowbar 0.68: "D:\l4d mod\Yuuhiriri\YuuhiririCyber010\Rochelle\models\survivors\Compiling Files\producer.qc" ...

Compiling ".\producer.qc" ...
Output from compiler "D:\steam\steamapps\common\Left 4 Dead 2\bin\studiomdl.exe":
Using shader api: shaderapiempty.dll
qdir: "d:\l4d mod\yuuhiriri\yuuhiriricyber010\rochelle\models\survivors\compiling files\"
gamedir: "D:\steam\steamapps\common\Left 4 Dead 2\left4dead2\"
g_path: "producer.qc"
Building binary model files...
Working on "producer.qc"
New search path: dmx/
New search path: dmx/animations/
SMD MODEL DMX/YuuhiririFull.smd
VTA MODEL YuuhiririFanimTest1.vta
SMD MODEL DMX\refModified.smd
SMD MODEL DMX/refModified.smd
SMD MODEL DMX/proportion.smd
Marking bone hairr1 as a jiggle bone
Marking bone hairr2 as a jiggle bone
Marking bone hairr3 as a jiggle bone
Marking bone hairm1 as a jiggle bone
Marking bone hairm2 as a jiggle bone
Marking bone hairm3 as a jiggle bone
Marking bone hairm4 as a jiggle bone
Marking bone hairl1 as a jiggle bone
Marking bone hairl2 as a jiggle bone
Marking bone hairl3 as a jiggle bone
Marking bone fhr1 as a jiggle bone
Marking bone fhr2 as a jiggle bone
Marking bone fhl1 as a jiggle bone
Marking bone fhl2 as a jiggle bone
Marking bone beltf1 as a jiggle bone
Marking bone beltf2 as a jiggle bone
Marking bone beltb1 as a jiggle bone
Marking bone beltb2 as a jiggle bone
SMD MODEL DMX\RAGDOLL.smd
collapsing ValveBiped
collapsing ValveBiped.Bip01
Collapsed 2 bones
jigglebone "beltf2" unused
jigglebone "beltb2" unused
Processing LOD for material: tex_hair
Processing LOD for material: tex_hair_f
Processing LOD for material: tex_skin
Processing LOD for material: tex_clothes2
Processing LOD for material: tex_hard
Processing LOD for material: tex_clothes
Processing LOD for material: tex_shining
Processing LOD for material: tex_eyes
Processing jointed collision model
ValveBiped.Bip01_Pelvis ( 34 verts, 1 convex elements) volume: 621.22
ValveBiped.Bip01_L_Thigh ( 34 verts, 1 convex elements) volume: 364.48
ValveBiped.Bip01_L_Calf ( 34 verts, 1 convex elements) volume: 296.98
ValveBiped.Bip01_L_Foot ( 30 verts, 1 convex elements) volume: 96.95
ValveBiped.Bip01_R_Thigh ( 34 verts, 1 convex elements) volume: 364.48
ValveBiped.Bip01_R_Calf ( 34 verts, 1 convex elements) volume: 296.98
ValveBiped.Bip01_R_Foot ( 30 verts, 1 convex elements) volume: 96.95
ValveBiped.Bip01_Spine1 ( 35 verts, 1 convex elements) volume: 805.54
ValveBiped.Bip01_Spine2 ( 46 verts, 1 convex elements) volume: 825.50
ValveBiped.Bip01_Head1 ( 49 verts, 1 convex elements) volume: 237.53
ValveBiped.Bip01_L_Clavicle ( 26 verts, 1 convex elements) volume: 37.44
ValveBiped.Bip01_L_UpperArm ( 39 verts, 1 convex elements) volume: 134.54
ValveBiped.Bip01_L_Forearm ( 34 verts, 1 convex elements) volume: 83.00
ValveBiped.Bip01_L_Hand ( 25 verts, 1 convex elements) volume: 47.58
ValveBiped.Bip01_R_Clavicle ( 26 verts, 1 convex elements) volume: 37.44
ValveBiped.Bip01_R_UpperArm ( 39 verts, 1 convex elements) volume: 134.54
ValveBiped.Bip01_R_Forearm ( 34 verts, 1 convex elements) volume: 83.00
ValveBiped.Bip01_R_Hand ( 25 verts, 1 convex elements) volume: 47.58
Collision model completed.
---------------------
writing D:\steam\steamapps\common\Left 4 Dead 2\left4dead2\models/survivors/survivor_producer.mdl:
bones 28148 bytes (98)
animation x y ips angle
animations 4148 bytes (4 anims) (404 frames) [1:51]
sequences 198384 bytes (932 seq)
ik/pose 876 bytes
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (2 flexes)
textures 532 bytes
keyvalues 0 bytes
bone transforms 13392 bytes
Collision model volume 25521.71 in^3
Please check if you need to delete D:\steam\steamapps\common\Left 4 Dead 2\left4dead2\models/survivors/survivor_producer.phz
collision 0 bytes
total 273012
---------------------
writing D:\steam\steamapps\common\Left 4 Dead 2\left4dead2\models/survivors/survivor_producer.vvd:
vertices 928560 bytes (19345 vertices)
tangents 309520 bytes (19345 vertices)
total 1238144 bytes
---------------------
Generating optimized mesh "D:\steam\steamapps\common\Left 4 Dead 2\left4dead2\models/survivors/survivor_producer.dx90.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 72 bytes
strip groups: 200 bytes
strips: 216 bytes
verts: 174105 bytes
indices: 150396 bytes
bone changes: 1104 bytes
everything: 326157 bytes

Completed "producer.qc"
CDynamicFunction: Loading library 'Kernel32.dll' (77550000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77920990
CDynamicFunction: Loading library 'psapi.dll' (75B90000)
CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 75B91480
CDynamicFunction: Closing library 'psapi.dll' (75B90000)
CDynamicFunction: Closing library 'Kernel32.dll' (77550000)
CROWBAR: Moved compiled model file "D:\steam\steamapps\common\Left 4 Dead 2\left4dead2\models\survivors\survivor_producer.dx90.vtx" to "D:\l4d mod\Yuuhiriri\YuuhiririCyber010\Rochelle\models\survivors\Compiling Files\compiled 0.68\models\survivors"
CROWBAR: Moved compiled model file "D:\steam\steamapps\common\Left 4 Dead 2\left4dead2\models\survivors\survivor_producer.mdl" to "D:\l4d mod\Yuuhiriri\YuuhiririCyber010\Rochelle\models\survivors\Compiling Files\compiled 0.68\models\survivors"
CROWBAR: Moved compiled model file "D:\steam\steamapps\common\Left 4 Dead 2\left4dead2\models\survivors\survivor_producer.phy" to "D:\l4d mod\Yuuhiriri\YuuhiririCyber010\Rochelle\models\survivors\Compiling Files\compiled 0.68\models\survivors"
CROWBAR: Moved compiled model file "D:\steam\steamapps\common\Left 4 Dead 2\left4dead2\models\survivors\survivor_producer.vvd" to "D:\l4d mod\Yuuhiriri\YuuhiririCyber010\Rochelle\models\survivors\Compiling Files\compiled 0.68\models\survivors"
... Compiling ".\producer.qc" finished. Check above for any errors.

... Compiling with Crowbar 0.68: "D:\l4d mod\Yuuhiriri\YuuhiririCyber010\Rochelle\models\survivors\Compiling Files\producer.qc" finished.
xdshot Aug 17, 2021 @ 12:28am 
$scale is not supported for vta
NV2 Feb 23, 2022 @ 2:18pm 
Hi can I ask you something?
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Date Posted: Aug 16, 2021 @ 5:27pm
Posts: 4