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MrTheWizard Oct 27, 2020 @ 5:00am
[NOTABUG] Model is distorted after compile
I have been working a custom model for a couple of months now and I have run into a new and infuriating problem:
Every time I compile the model and proceed to view it in the Half Life Model Viewer (for Garry's Mod), the model appears distorted, mainly the face area as see by the screenshot below:
https://drive.google.com/file/d/1QxNvWPGaxr_slIX86P-CjfXps5FIc4Ih/view?usp=sharing

However, when I remove one of the higher vertices bodygroups the model appears fine:
https://drive.google.com/file/d/1EbTJ0Xxkcr_jGh6JHc3e3I54NTybfaP4/view?usp=sharing

What is confusing for me is that there is no error message in the compile and nothing else to suggest in the .QC file or Blender that there is a vertex limit.

I ended up comparing my current model with a backup I made earlier. The backup model compiles and looks fine (however, I've made some pretty drastic look changes to the model so going back to this version is not an option at this point).

I compared the two models (and bodygroups) vertices count and discovered that there is only a 886 vertex difference between the two of them (Backup model: 62'521 ; Current model: 63'407).

Any ideas are welcome
Last edited by ZeqMacaw; Oct 27, 2020 @ 5:27am
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ZeqMacaw Oct 27, 2020 @ 5:26am 
Crowbar does not do the compiling, so this is not a Crowbar bug. You might get more help by posting in the General Discussions or asking for help on the Discord in the #modding channel.
Pte Jack Oct 27, 2020 @ 9:49am 
As Zeq states it's not Crowbar that does the compiling, it's only a messenger to StudioMDL,but if the model has Facial flexes (aka shapekeys) make sure the Basis key is selected and all the other shapes have been zeroed when you do your export.

This type of issue usually point to the fact that one of the shapekeys (other than basis or the root shapekey) is active or one or more shapekey are not at the default 0 position and the face is being exported with that key being considered the rest position of the face.

Another situation maybe
If the model uses bones for the face and you're exporting DMX files, make sure that none of the bone names are the same as mesh object names. (this looks like more the first situation though).
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Date Posted: Oct 27, 2020 @ 5:00am
Posts: 2