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Utzel

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  1. So the problem is, that when I open my reference.smd file there were no .vtf endings But I just added my file name to the name without adding an extra .vtf Here are also the 2 .vmt files: So I think I did all of your steps and the compile worked but in HLMV I get an error message, when I try to open the model. So I tried to use the compiler in there for the .qc file.This is the output log: WARNING: AppFramework : Unable to load module p4lib.dll! qdir: "c:\program files (x86)\steam\steamapps\utzler\counter-strike global offensive\csgo\models\decompiled0.24\offensive\csgo\models\decompiled0.24\" gamedir: "c:\program files (x86)\steam\steamapps\utzler\counter-strike global offensive\csgo\" g_path: "offensive\csgo\models\decompiled0.24\urban_tree_giant01_autumn.qc" Building binary model files... Working on "urban_tree_giant01_autumn.qc" Error opening c:\program files (x86)\steam\steamapps\utzler\counter-strike global offensive\csgo\models\decompiled0.24\offensive\csgo\models\decompiled0.24\urban_tree_giant01_autumn.qc ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1) RESULT: ERROR CDynamicFunction: Loading library 'Kernel32.dll' (74F50000) CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 7769C010 CDynamicFunction: Closing library 'Kernel32.dll' (74F50000) I hope it's kind of usefull Also... could it be that it's messed up because of the locations of the files or are these alright?
  2. First thanks for your reply, I did the same steps like you but when I open it in HLMV i get this: I also copied the .vmt and .vtf files from my user account folder into the common "materials/models/props_foliage" folder, but i still get no textures. Could it be that I have to edit something in my decompiled "urban_tree_giant01_autumn_reference.smd", because I found lines regarding the original files there. Heres the compiling log, don't know if it helps, put why not xD: Compiling with Crowbar 0.36.0.0: "C:\Program Files (x86)\Steam\steamapps\utzler\Counter-Strike Global Offensive\csgo\models\decompiled0.24\urban_tree_giant01_autumn.qc" ... Compiling ".\urban_tree_giant01_autumn.qc" ... qdir: "c:\program files (x86)\steam\steamapps\utzler\counter-strike global offensive\csgo\models\decompiled0.24\" gamedir: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\" g_path: "urban_tree_giant01_autumn.qc" Building binary model files... Working on "urban_tree_giant01_autumn.qc" SMD MODEL urban_tree_giant01_autumn_reference.smd SMD MODEL urban_tree_giant01_autumn_anims\ref.smd SMD MODEL urban_tree_giant01_autumn_physics.smd Processing LOD for material: models\props_foliage\Urban_Trees_branches03 Processing LOD for material: models\props_foliage\Urban_Trees_barks01 Model has 19 convex sub-parts Collision model completed. --------------------- writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\models/props_foliage/urban_tree_giant01_autumn.mdl: Loading preexisting model: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\models/props_foliage/urban_tree_giant01_autumn.mdl Found 1 preexisting sequences. bones 964 bytes (1) animation x y ips angle animations 112 bytes (1 anims) (1 frames) [0:00] Building sequence index remapping table... No re-ordering required. sequences 220 bytes (1 seq) hdr@057FF684=79B10200 ik/pose 164 bytes eyeballs 0 bytes (0 eyeballs) flexes 0 bytes (0 flexes) hdr@057FF684=79B10200 textures 136 bytes keyvalues 176 bytes hdr@057FF680=79B10398 hdr@057FF684=79B10200 bone transforms 0 bytes bone flex driver 0 bytes bodygroup presets 0 bytes Collision model volume 1220824.50 in^3 collision 0 bytes total 2188 --------------------- writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\models/props_foliage/urban_tree_giant01_autumn.vvd: vertices 350016 bytes (7292 vertices) tangents 116672 bytes (7292 vertices) total 466752 bytes --------------------- Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\models/props_foliage/urban_tree_giant01_autumn.dx90.vtx": body parts: 8 bytes models: 20 bytes model LODs: 12 bytes meshes: 18 bytes strip groups: 66 bytes strips: 70 bytes verts: 65628 bytes indices: 44274 bytes bone changes: 24 bytes everything: 110144 bytes Completed "urban_tree_giant01_autumn.qc" CDynamicFunction: Loading library 'Kernel32.dll' (74F50000) CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 7769C010 CDynamicFunction: Closing library 'Kernel32.dll' (74F50000) ... Compiling ".\urban_tree_giant01_autumn.qc" finished. Check above for any errors. ... Compiling with Crowbar 0.36.0.0: "C:\Program Files (x86)\Steam\steamapps\utzler\Counter-Strike Global Offensive\csgo\models\decompiled0.24\urban_tree_giant01_autumn.qc" finished.
  3. Hey guys, I just got a question regarding this (as I'm the one, who has to do it :D) So I redid the textures and put them in "C:\Program Files (x86)\Steam\steamapps\[MySteamName]\Counter-Strike Global Offensive\csgo\materials\models\props_foliage" Then I took all of the model files from "urban_tree_giant01" (the .dx90.vtx, .mdl, .phy, .vtx, .vvd) and renamed them to "urban_tree_giant01_autumn". After that I decompiled them using crowbar. This is the log (don't know if necessary): Decompiling with Crowbar 0.36.0.0: "C:\Program Files (x86)\Steam\steamapps\utzler\Counter-Strike Global Offensive\csgo\models\urban_tree_giant01_autumn.mdl" ... Decompiling ".\urban_tree_giant01_autumn.mdl" ... Model version 49 detected. Reading MDL file header ... ... Reading MDL file header finished. Checking for required files ... ... All required files found. Reading data ... Reading MDL file ... ... Reading MDL file finished. Reading PHY file ... ... Reading PHY file finished. Reading VTX file ... ... Reading VTX file finished. Reading VVD file ... ... Reading VVD file finished. ... Reading data finished. Writing data ... QC file: urban_tree_giant01_autumn.qc Reference mesh files: urban_tree_giant01_autumn_reference.smd LOD mesh files: Physics mesh file: urban_tree_giant01_autumn_physics.smd Bone animation files: ref.smd ... Writing data finished. ... Decompiling ".\urban_tree_giant01_autumn.mdl" finished. ... Decompiling with Crowbar 0.36.0.0: "C:\Program Files (x86)\Steam\steamapps\utzler\Counter-Strike Global Offensive\csgo\models\urban_tree_giant01_autumn.mdl" finished. Now I got the following files: - "urban_tree_giant01_autumn_anims" folder...in it "ref.smd" - "urban_tree_giant01_autumn.qc" - "urban_tree_giant01_autumn_physics.smd" - "urban_tree_giant01_autumn_reference.smd" So I open the "urban_tree_giant01_autumn.qc" with notepad++. This is what I get // Created by Crowbar 0.36.0.0 $ModelName "props_foliage/urban_tree_giant01.mdl" $StaticProp $BodyGroup "body" { studio "urban_tree_giant01_autumn_reference.smd" } $SurfaceProp "wood" $Contents "solid" $MaxEyeDeflection 90 $NoForcedFade $MostlyOpaque $CDMaterials "" $CBox 0 0 0 0 0 0 $BBox -466.198 -509.207 -0.25 494.407 541.933 721.685 $Sequence "ref" { "urban_tree_giant01_autumn_anims\ref.smd" fadein 0.2 fadeout 0.2 fps 30 } $CollisionModel "urban_tree_giant01_autumn_physics.smd" { $mass 14004.04 $inertia 1 $damping 0 $rotdamping 0 $rootbone " " $concave } So where do I have to change something to the new textures and how do I go on from there?
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