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Hammer Editor (Importing Models problem)

  • SnipaMasta
  • October 10, 2007 at 12:53 AM
  • SnipaMasta
    • October 10, 2007 at 12:53 AM
    • #1

    I'm trying to import a model into my level, but for some reason Hammer keeps crashing whenever I try to view it in the built in model browser:

    [Blocked Image: http://img221.imageshack.us/img221/1825/errorlz0.jpg]

    As you can see, it's fine in the model viewer. But in Hammer, it just crashes. I have no idea what's causing this - but I figure someone here might have come across the same problem. Any help is appreciated!

  • Mr. Happy
    • October 10, 2007 at 2:36 AM
    • #2

    Have you rebooted your computer? Hammer and other steam applications will often kick out memory errors for no reason whatsoever. Or maybe your have bad ram, or maybe it's one of a thousand different things, but those errors do not have any one specific cause.

    Try rebooting your computer and if that doesn't help give some more information about how you made the model and see if there are any errors in the models compile log.

  • SnipaMasta
    • October 10, 2007 at 7:52 AM
    • #3

    I just exported a brush from hammer, UV'ed it, and exported it again. I've just found that certain edits I made work (that I compiled as static mesh's), but the normal block (prop_physics) is still crashing:

    Quote

    SMD MODEL C:\Documents and Settings\DaveW\My Documents\Block.smdWARNING: WARNING: WARNING: Model has 1 convex sub-parts

    Collision model completed.

    ---------------------

    writing c:\program files\steam\steamapps\snipamasta\counter-strike source\cstrike\models/DaveW\Block.mdl:

    bones 708 bytes (1)

    animations 116 bytes (1 anims) (1 frames) [0]

    sequences 220 bytes (1 seq)

    ik/pose 164 bytes

    eyeballs 0 bytes (0 eyeballs)

    flexes 0 bytes (0 flexes)

    textures 72 bytes

    keyvalues 48 bytes

    Collision model volume 430080.00 in^3

    collision 0 bytes

    total 1520

    ---------------------

    writing c:\program files\steam\steamapps\snipamasta\counter-strike source\cstrike\models/DaveW\Block.vvd:

    vertices 1728 bytes (36 vertices)

    tangents 576 bytes (36 vertices)

    total 2368 bytes

    ---------------------

    Generating optimized mesh "c:\program files\steam\steamapps\snipamasta\counter-strike source\cstrike\models/DaveW\Block.sw.vtx":

    body parts: 8 bytes

    models: 20 bytes

    model LODs: 12 bytes

    meshes: 9 bytes

    strip groups: 25 bytes

    strips: 27 bytes

    verts: 324 bytes

    indices: 120 bytes

    bone changes: 8 bytes

    everything: 577 bytes

    ---------------------

    Generating optimized mesh "c:\program files\steam\steamapps\snipamasta\counter-strike source\cstrike\models/DaveW\Block.dx80.vtx":

    body parts: 8 bytes

    models: 20 bytes

    model LODs: 12 bytes

    meshes: 9 bytes

    strip groups: 25 bytes

    strips: 27 bytes

    verts: 324 bytes

    indices: 120 bytes

    bone changes: 16 bytes

    everything: 585 bytes

    ---------------------

    Generating optimized mesh "c:\program files\steam\steamapps\snipamasta\counter-strike source\cstrike\models/DaveW\Block.dx90.vtx":

    body parts: 8 bytes

    models: 20 bytes

    model LODs: 12 bytes

    meshes: 9 bytes

    strip groups: 25 bytes

    strips: 27 bytes

    verts: 324 bytes

    indices: 120 bytes

    bone changes: 16 bytes

    everything: 585 bytes

    Number of Faces 20

    Completed "c:\program files\steam\steamapps\snipamasta\counter-strike source\cstrike\\mdlcompiler.qc"

    StudioMDL Thread complete

    Display More
  • Rick_D
    • October 10, 2007 at 10:47 AM
    • #4

    post up the qc?

    I'm guessing you may have something dodgy happening with your phsyics setup or perhaps the textures are giving it a headache.

    never had the problem but I'm sure we can work it out

  • R_Yell
    • October 10, 2007 at 10:59 AM
    • #5

    There is a funny error when you try to place a prop_whatever in hammer and set a wrong path manually: it will crash. However this seems to be a completely different issue.

  • SnipaMasta
    • October 11, 2007 at 1:48 AM
    • #6

    I managed to get it to work, sort of. I entered the name manually and it seemed to work, although for what I was planning it was less efficient than func_breakables which was quite weird.

    Here's the QC though - I'm not sure what was going wrong:

    Code
    "StudioCompiler"
    
    
    {
    
    
    	"Model Compiler"
    
    
    	{
    
    
    		"Model File"		"DaveW\Block.mdl"
    
    
    		"Reference SMD"		"C:\Documents and Settings\DaveW\My Documents\Block.SMD"
    
    
    		"Anim SMD Check"		"1"
    
    
    		"Phy SMD Check"		"1"
    
    
    		"Model Options"
    
    
    		{
    
    
    			"Scale"		"1.00"
    
    
    			"Mass"		"100.00"
    
    
    			"Prop Type"		"1"
    
    
    			"SurfaceProp"		"metal"
    
    
    			"PropPhysics Type"		"metal.medium"
    
    
    			"StudioMDLOptions"		"0"
    
    
    			"health"		"30"
    
    
    	}
    
    
    }
    Display More
  • Bluestrike
    • October 18, 2007 at 4:58 PM
    • #7

    Its a dynamic prop?

    Anyway your qc doesn't look like the typical qc files I have for my statix/physics props.

    You don't link to its skin location for example, have no entry for the collision model.

    I use this most of the time as template,

    it has multiple skins and lods, and I just delete what I don't need,

    (or open one of the many other qc's :-P)

    Static model (for a dynamic model the $staticprop has to be deleted)

    Code
    $modelname generic/barrel01.mdl
    
    
    
    
    $cdmaterials models/generic
    
    
    	// Model uses material "barrel_*.vmt"
    
    
    $staticprop
    
    
    
    
    $surfaceprop "metal_barrel"
    
    
    $scale 1.0
    
    
    
    
    $body studio "barrel01.smd"
    
    
    
    
    $lod 80
    
    
    {
    
    
    replacemodel "barrel01.smd" "barrel01_lod2.smd"
    
    
    }
    
    
    
    
    $lod 160
    
    
    {
    
    
    replacemodel "barrel01.smd" "barrel01_lod3.smd"
    
    
    }
    
    
    
    
    $sequence idle "barrel01.smd" loop fps 15
    
    
    
    
    $collisionmodel "barrel01_phys.smd" 
    
    
    {
    
    
         $Mass 5000
    
    
       $concave
    
    
    }
    
    
    
    
    $texturegroup skinfamilies 
    
    
    { 
    
    
       { "barrel_01.vmt" } 
    
    
       { "barrel_02.vmt" } 
    
    
       { "barrel_03.vmt" } 
    
    
       { "barrel_04.vmt" } 
    
    
       { "barrel_05.vmt" } 
    
    
       { "barrel_06.vmt" } 
    
    
    }
    Display More

    and a physics version:

    Code
    $modelname generic/barrel01_phys.mdl
    
    
    
    
    $cdmaterials models/generic
    
    
    	// Model uses material "barrel_*.vmt"
    
    
    
    
    $surfaceprop "metal_barrel"
    
    
    $scale 1.0
    
    
    
    
    $body studio "barrel01.smd"
    
    
    $lod 80
    
    
    {
    
    
    replacemodel "barrel01.smd" "barrel01_lod2.smd"
    
    
    }
    
    
    $lod 160
    
    
    {
    
    
    replacemodel "barrel01.smd" "barrel01_lod3.smd"
    
    
    }
    
    
    
    
    $sequence idle "barrel01.smd" loop fps 15
    
    
    
    
    $keyvalues { "prop_data" { "base" "metal.medium" } }
    
    
    
    
    $collisionmodel "barrel01_phys.smd" 
    
    
    {
    
    
         $Mass 50
    
    
       $concave
    
    
    }
    
    
    
    
    $texturegroup skinfamilies 
    
    
    { 
    
    
       { "barrel_01.vmt" } 
    
    
       { "barrel_02.vmt" } 
    
    
       { "barrel_03.vmt" } 
    
    
       { "barrel_04.vmt" } 
    
    
       { "barrel_05.vmt" } 
    
    
       { "barrel_06.vmt" } 
    
    
    }
    Display More
  • Rick_D
    • October 18, 2007 at 5:21 PM
    • #8

    yup

    if you kep the qc and the smd files in the same directory you don't need to type the full path either

  • Pongles
    • October 18, 2007 at 10:11 PM
    • #9

    your QC file looks in the format of Valves KeyValues stuff - not sure what's going on there .

  • Bluestrike
    • October 18, 2007 at 11:33 PM
    • #10

    Mine?

    The keyvalues are used for physics props, so the engine knows how it should behave.

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