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Posted

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:

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!

Posted

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.

Posted

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:

SMD MODEL C:\Documents and Settings\DaveW\My Documents\Block.smd

WARNING: 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

Posted

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 :)

Posted

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.

Posted

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:

"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"

	}

}

Posted

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)

$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" } 

}

and a physics version:
$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" } 

}

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