Garry's Mod

Garry's Mod

Prop2Mesh
 This topic has been pinned, so it's probably important
shadowscion  [developer] Apr 16, 2021 @ 3:59pm
Are specific models not generating properly? Post them here.
Some models have issues with the methods used in this tool, usually they will be rotated 90 degrees or similar. These models need to go into a list so the addon knows to fix them up.

If you find any, please post their model paths here, be sure to mention the game or addon the model is from
Last edited by shadowscion; Apr 27, 2021 @ 6:24am
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Showing 1-15 of 16 comments
TAAAAANK! Jun 15, 2021 @ 4:56pm 
On the newer version, noted a few bugs:

- Larger files tend to not generate properly, even though the obj is fine, fixable by splitting into multiple parts the original .obj onto a controller

-Sometimes, the global mesh resizer just makes the model disappear if not equal to 1, no idea if this is a clientside issue, retry-ing in console fixed it
Last edited by TAAAAANK!; Jun 15, 2021 @ 5:01pm
shadowscion  [developer] Jun 16, 2021 @ 4:47am 
I am guessing the first issue is because you're somehow getting around the 64k vert limit on individual mesh objects, less of a bug and more of a limitation of the tool.
Last edited by shadowscion; Jun 16, 2021 @ 4:55am
TAAAAANK! Jun 17, 2021 @ 9:05am 
well i'm using lumos' version ( which either uses github or the workshop one, whichever has the legacy mode toggle ) one of the admins in charge told me it's unmodified. either way,i can load at most <1Mb. but i'd have gotten a warning if it exceeded the max tricount, wouldn't i?

it's not really a problem in itself, as you can just trim the models using bisects and split into multiple objs, decimate geometry and such. but i thought i'd be worth mentionning

:insurgent:
Last edited by TAAAAANK!; Jun 17, 2021 @ 9:59am
shadowscion  [developer] Jun 17, 2021 @ 10:49am 
add me and send me the model

and i know that server already had an issue generating models once before, due to a conflicting addon

they told me they fixed that but they never told me what the addon was
Last edited by shadowscion; Jun 17, 2021 @ 10:49am
Sanders Jul 15, 2021 @ 12:17pm 
the model sometimes wont show client side how can we fix?
Ye boi skinny Jul 24, 2021 @ 8:20pm 
models/bobsters_trains_2/wheels/standard/double_66.mdl
^https://steamcommunity.com/sharedfiles/filedetails/?id=1682280734
models/meem/gauge/ugauge1.mdl
^https://steamcommunity.com/sharedfiles/filedetails/?id=1223204567
models/zexciv_train_stuff/misc/details/panels.mdl
^https://steamcommunity.com/sharedfiles/filedetails/?id=2001514088
models/zexciv_train_stuff/misc/p2m_frames/frame_end_connector_2a.mdl
^https://steamcommunity.com/sharedfiles/filedetails/?id=2205061794
models/unionsparts/dome6.mdl
^https://steamcommunity.com/sharedfiles/filedetails/?id=727067695
models/gsgtrainprops/parts/grabs_n_ladders/grab_iron.mdl
^https://steamcommunity.com/sharedfiles/filedetails/?id=276309010
models/anytrains/props/detail/grabiron_1.mdl
^https://steamcommunity.com/sharedfiles/filedetails/?id=1839466548
In all the models I listed typically every other model in the addon also breaks by having the wrong angle or scale when P2M'd, fixing these addons would be awesome. Thank you whenever you can.
Last edited by Ye boi skinny; Jul 25, 2021 @ 9:44pm
󠁳⁧⁧ kueyz Jul 25, 2021 @ 5:58pm 
"models/props_vehicles/car002a_physics.mdl" Exported 90 degrees wrong.
sprobgik Oct 7, 2021 @ 4:29am 
for some reason models that had the boolean modifier applied to them just have random faces that weren't supposed to be there (usually covering the parts that had the boolean), split it into 2 parts, didn't really do anything
Last edited by sprobgik; Oct 7, 2021 @ 4:39am
Juke Cappatalist May 16, 2022 @ 6:42am 
models/props_bts/fan01.mdl
models/props_bts/fan01_small.mdl

rotated 90 degrees wrong (https://imgur.com/a/WrApOHY)
Haze_of_dream Aug 6, 2022 @ 5:49pm 
models/tankgun_new/tankgun_100mm.mdl - Trunnion misplaced, Rotated -90 degrees backwards.


ACF3 when p2m'd seems to have bodygroup issues.
the lich Sep 17, 2022 @ 1:12am 
Almost all (all of the "modbridge" parts (other than antennas seemingly), havent tested beyond modbridge parts) of the Spacebuild Enhancement Pack/SBEP models are rotated -90
https://github.com/spacebuild/sbep/
tyut23(50RUS) Jul 8, 2023 @ 5:41pm 
Good time of day.
I ran into two problems in your addon :
- Its own model from a Blender. I tried changing the export settings .0bj, but as a result - sharp edges disappear. There is a "Mark sharp" fu nction in the blender, but for some reason, no matter what export settings I use, the model in P2M cannot have such an effect of sharp corners. I tried to check the box for "render_smooth", but the shading turns out to be either too smooth, or too many faces turn out to be sharp. I even tried to apply the "EdgeSplit" modifier, this worked in the TabletopSimulator when exporting to .obj, but this also did not work.
- The second problem is that whatever settings scale, range and position I have not changed - after application - they return to default. I can't even change the controller's material.
- I am grateful in advance for your answer.
Best wishes, Ancient Orc.
shadowscion  [developer] Jul 9, 2023 @ 8:40am 
Originally posted by Древний орк:
Good time of day.
I ran into two problems in your addon :
- Its own model from a Blender. I tried changing the export settings .0bj, but as a result - sharp edges disappear. There is a "Mark sharp" fu nction in the blender, but for some reason, no matter what export settings I use, the model in P2M cannot have such an effect of sharp corners. I tried to check the box for "render_smooth", but the shading turns out to be either too smooth, or too many faces turn out to be sharp. I even tried to apply the "EdgeSplit" modifier, this worked in the TabletopSimulator when exporting to .obj, but this also did not work.
- The second problem is that whatever settings scale, range and position I have not changed - after application - they return to default. I can't even change the controller's material.
- I am grateful in advance for your answer.
Best wishes, Ancient Orc.


p2m generates its own normals ingame to save space, it does not use the uv coords, normals, edges, lines, curves, face groups, or anything else from the obj format other than the vertex locations and indices

you need to press enter after changing a value, the text should change colors after that
tyut23(50RUS) Jul 9, 2023 @ 9:11am 
Thank you so much, for your greatest work! :steamthumbsup:
The default HL2 jeep model seems to generate backwards compared to the model
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