SnipaMasta Posted October 9, 2007 Report Posted October 9, 2007 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: 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 Posted October 10, 2007 Report Posted October 10, 2007 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 Posted October 10, 2007 Author Report Posted October 10, 2007 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
Rick_D Posted October 10, 2007 Report Posted October 10, 2007 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 Posted October 10, 2007 Report Posted October 10, 2007 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 Posted October 11, 2007 Author Report Posted October 11, 2007 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" } }
Bluestrike Posted October 18, 2007 Report Posted October 18, 2007 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" } }
Rick_D Posted October 18, 2007 Report Posted October 18, 2007 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 Posted October 18, 2007 Report Posted October 18, 2007 your QC file looks in the format of Valves KeyValues stuff - not sure what's going on there .
Bluestrike Posted October 18, 2007 Report Posted October 18, 2007 Mine? The keyvalues are used for physics props, so the engine knows how it should behave.
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