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Fordítási probléma jelentése
:)
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!
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
2) I am worried about this
Compile Log: WARNING: AppFramework : Unable to load module p4lib.dll!
EDIT: Nevermind, seems it didn't like the Orange Box studiomdl.exe, using Ep1 studiomdl.exe does work.
[From compiler log:]
[From QC file:]
Problem decompiling CS:GO model: models\weapons\v_pist_cz_75.mdl
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.
[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.
:)