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Crowbar [Source Engine Modding Tool] CrowbarTool
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Crowbar [Source Engine Modding Tool] CrowbarTool
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Alapítva:
2013. október 26.
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Crowbar 0.19 Bug Reports and Feature Requests
Please post any errors or suggestions for Crowbar in this topic.

A good bug report has these items:
  • description of the steps you took that showed the error
  • description of what you expected the tool to do
  • description of what the tool actually did that was in error
  • Operating Sytem (for example: XP, Vista, Win7, Win8)
  • when possible, a screenshot of the error
  • when possible, upload and link to a zip file with your model files and decompiled files that I can use to debug the error

Please do not report the following known bugs:
  • Blended animation smd files and their related qc commands are inaccurate for recompiling, but are viewable in a 3D tool.
  • Some model meshes and physics meshes are rotated, but can be easily fixed with a 3D tool.

:)
Legutóbb szerkesztette: ZeqMacaw; 2014. márc. 1., 8:32
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Thanks for the report. I will check on this when I can.

:)
Requested in group chat:

07:16 - mechbgum: hey! Could I leave a feature request? It would be neat if there would be an option to rotate decompiled mesh, because valve's models in post 2007 games were exported from maya and it has Y as main axis or something. For example, if I decompile Dota 2 model, it's lying on the ground when I import it in 3ds max. I guess blender has it's own option to rotate such mesh on import, but there's no such option in max so such an option in the decompiler would be lovely. Thank you for your tool, it's awesome! Finally a decompiler that extracts everything out!
Posted in Comments by KraiKKonen11:

Hi, I'm having some troubles compiling a model. When I decompile the model, it's ok, no problem, but when I try to compile it (I tried it with not touching it, just decompile and immediately compile) and it send me this: EXCEPTION_ACCESS_VIOLATION

The solution I discovered was deleting some bodygroups lines in .qc file, but it brokes the "look" (it looks ugly) of the model itself. This is the model i'm talking about:

https://mega.co.nz/#!QVtkRTra!XvioVyflEgpTkQz8LY4P00AdF1xkufSDVJk0ERDRBCk

I almost forgot to say that the model itself works ingame, this just happens when I want to decompile it and then compile it with no modifications.

If you could help me I would appreciate it a lot, because I can't understand why is happening this.

[Later, he posted:]

Well the model was from garrys mod steam workshop web and I'm compiling it to the same garrysmod. I justo wantef to convert this ragdoll to player model but maybe is what you say, there is no perfect program, thanks forma answering me
Legutóbb szerkesztette: ZeqMacaw; 2014. máj. 5., 18:10
1) Dota 2: Almost every hero qc file comes this problem, "mirana.qc (361): - missing animation blends. Expected 3, found 4"

2) I am worried about this
Compile Log: WARNING: AppFramework : Unable to load module p4lib.dll!
Legutóbb szerkesztette: Miskale; 2014. máj. 7., 1:14
I can decompile Half Life Source models, but when I re-compile it, it gives me an error saying (306): - bad command solid
Check for a missing quotaion mark or missing curly bracket in your QC... Bad Command errors are usually caused by this.
Why is it when I recomplie a QC file, it creates everything but .phy file ?
Did you create a phys object and write it into your qc?
Pte Jack eredeti hozzászólása:
Did you create a phys object and write it into your qc?
I don't know much about models, so I was doing tests. Basicly what I did was decomplie a model that already had a .phy file and then recomplie it just to see if .phy was being created and it didn't create it. I changed nothing in the files or the QC file.
I keep getting the message "Can't find steam app user info." when compiling for garry's mod, I am sure it should be setup correctly :S I only have a common folder, after reinstalling my PC it seems steam no longer uses the username folder.

EDIT: Nevermind, seems it didn't like the Orange Box studiomdl.exe, using Ep1 studiomdl.exe does work.
Legutóbb szerkesztette: TheSlayerNL; 2014. máj. 17., 7:17
TheSlayerNL eredeti hozzászólása:
EDIT: Nevermind, seems it didn't like the Orange Box studiomdl.exe, using Ep1 studiomdl.exe does work.
I would recommend using Team Fortress 2's StudioMDL for Garry's Mod models over any other StudioMDL.
From a forum post, http://facepunch.com/showthread.php?t=1397388 :

[From compiler log:]
SMD MODEL v_fal_anims\fire.smd SMD MODEL v_fal_anims\fire2.smd SMD MODEL v_fal_anims\fire3.smd SMD MODEL v_fal_anims\dryfire.smd SMD MODEL v_fal_anims\iron.smd ERROR: k:\desktop\insurgency fal ironsight mod\new ones\models\export\v_fal.qc(147): - expecting number, got "NaN" ERROR: Aborted Processing on 'weapons\v_fal.mdl'

[From QC file:]
{ event AE_CL_CREATE_PARTICLE_BRASS 0 "fal EJECT" } } $sequence "dryfire" "v_fal_anims\dryfire.smd" { fps 30 "ACT_VM_DRYFIRE" 1 snap { event 5004 0 "Weapon_AK47.Empty" } } $sequence "iron" "v_fal_anims\iron.smd" { fps 30 "ACT_VM_IIDLE" 1 loop { event 5004 NaN "Universal.IronIdle" }

Reported by BlooCobalt.
Problem decompiling CS:GO model: models\weapons\v_pist_cz_75.mdl
ZeqMacaw eredeti hozzászólása:
From a forum post, http://facepunch.com/showthread.php?t=1397388 :

Thanks for picking that up Macaw, I was actually coming to post it myself here - pleasant surprise to see you beat me to it, as it's strictly speaking not your job to bugreport your own tool :P

Anyway, the latest Insurgency update changed those NaN values to numerical ones - and your compiler can now process them - however I'm having issues with the animations of the compiled models. I'll post any more details as I uncover them.
Legutóbb szerkesztette: 11.11.11; 2014. jún. 7., 10:57
REMINDER: Not all animations can be re-compiled yet. Crowbar does not correctly "un-blend" blended animation smd files, but I am working on fixing that.

[Edit] I actually corrected the bug with showing NaN instead of a number there. It seems some models do not assign a value to a certain field, so the value instead of NaN should be 0.

:)
Legutóbb szerkesztette: ZeqMacaw; 2014. jún. 7., 11:13
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Közzétéve: 2014. febr. 28., 13:11
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