As far as I know only on NPC's with more recent versions of source attacking PC Chars. PC chars not so much an issue with limits because of LOD's etc, I believe.
But this is very old game so Who knows.
Don't let any of it put you off trying
I guess you will find out pretty quickly
I have seen some insane model in war games and some were definitly in piece, I don't know how they achieve this maybe argikt knows, but it seems possible to split the model and have it rendered in one piece in game.
Example the owner of the cabaret in Paris I love that model.
Hey, ilex! I commented on the moddb article but it might be better to reach out here, I was following along and everything was going as expected but, I ended up with a weird situation.
Compile succeeded. But when I look at it in the model viewer it errors.
When I load it in game, my model is replaced with a model of 3d green text saying "Wrong Version" with a path to the model displayed as a world space debug message.
My theory is that the Formatter didn't run? Or didn't run correctly? I'm not sure how to check since I don't think it appears in the log file as it's a post process. I was wondering if there is a way to manually run the formatter on a compiled model. Not sure if I could maybe make a .bat file and what commands I'd need to run etc.
Any thoughts on this?
Bonus weird thing: When I compiled it using the Bloodlines and NOT the Alien Swarm setup, it compiled successfully, displayed in the model viewer successfully, but when loaded up in game, hard crashed to desktop upon level load.
My PC replacers crash the model viewer, so don't worry about that.
You get a "wrong version" error, not a "missing" error, so the model is there. If there's a major error in your *.qc file, the model wouldn't compile. Which model did you use for the skeleton?
I'm going to need more info to troubleshoot the issue you're seeing.
Here's the thing, though. The Bloodlines compiler in Crowbar uses a modded StudioMDL that can only compile static props, to MDL version 2531, and doesn't interact with the Formatter in any way. The Alien Swarm compiler uses the Alien Swarm SDK version of StudioMDL, which compiles to MDL version 48. Then it calls the Formatter to convert that v48 to v2531.
I assumed at first that you're making a PC replacer, but you say the Bloodlines compiler works on your model, so I guess you're doing something else.
So, questions. What model are you replacing, and do you have any extra parameters in your *.qc file?
As far as I know only on NPC's with more recent versions of source attacking PC Chars. PC chars not so much an issue with limits because of LOD's etc, I believe.
But this is very old game so Who knows.
Don't let any of it put you off trying
I guess you will find out pretty quickly
I have seen some insane model in war games and some were definitly in piece, I don't know how they achieve this maybe argikt knows, but it seems possible to split the model and have it rendered in one piece in game.
Example the owner of the cabaret in Paris I love that model.
What I did find out is that it looked horrid having spikes head replace Ventrue male armor_0 head. I had an idea it would look bad. It would need fully retextured or his face stylised like the other toons in the game or maybe use another tool like Metahuman to provide the body.
I have seen some insane model in war games and some were definitly in piece, I don't know how they achieve this maybe argikt knows, but it seems possible to split the model and have it rendered in one piece in game.
Example the owner of the cabaret in Paris I love that model.
What I did find out is that it looked horrid having spikes head replace Ventrue male armor_0 head. I had an idea it would look bad. It would need fully retextured or his face stylised like the other toons in the game or maybe use another tool like Metahuman to provide the body.
I think this is also a hard part, having texture in the same tonality.
Maybe there is some for Garry's mod, if needed, I could get it and transfert the model for testing (well if it is working probably ask the author and credit would be nice). On gamebanana also there could be some model that could fit.
What I did find out is that it looked horrid having spikes head replace Ventrue male armor_0 head. I had an idea it would look bad. It would need fully retextured or his face stylised like the other toons in the game or maybe use another tool like Metahuman to provide the body.
I think this is also a hard part, having texture in the same tonality.
Maybe there is some for Garry's mod, if needed, I could get it and transfert the model for testing (well if it is working probably ask the author and credit would be nice). On gamebanana also there could be some model that could fit.
ok this is not the character but it is one of them
Yes, The tonality matters a damn lot to me.
Nice find with Faith I'm DL it now for a butchers(Look) and the white issues could be an easy fix via UV's but could be already have been tried by the author for all I know.
But I'm playing around a bit with a different game at the moment trying to find a god damn eye patch. But no It's hiding.
Juliet compiled but just a CTD with that error. Before that was too many indices error when compiling but that was vert count above 10k its seems and resolved.
Weird thing is I changed from our SDK studiomdl to aliens swarms version and no CTD but I do get what was reported earlier in thread about wrong version.
I can interact with Jeanette no problem(swapped/renamed juliet files yadayada) as I used her skeleton and testing in the Asylum. Click on wrong version still got her dialogue and can roll with it. This is something in nothing I believe, but the camera goes on a random look around(not important) when interacting haha.
and settings. Remember I was initially use our SDK studiomdl but changed the path to reflect. There was also a change in file size with the latter being larger.
argikt Faith only imported to Blender and well might wreck this engine and not sure if a decimate modifier with remove doubles would even matter ;/ Assuming can even get it in.
I compiled the edited Damsel model I made for the guide with both her own skeleton and Jeanette's. Other than the expected issues with Damsel not fitting on Jeanette's skeleton, she compiles fine and shows up fine in-game.
I've been trying to break things on purpose on my end, and the model either shows up right in-game or doesn't compile at all. Does the issue lie with other people's setup? Their *.smd? Their *.qc file? I'm stumped.
I compiled the edited Damsel model I made for the guide with both her own skeleton and Jeanette's. Other than the expected issues with Damsel not fitting on Jeanette's skeleton, she compiles fine and shows up fine in-game.
I've been trying to break things on purpose on my end, and the model either shows up right in-game or doesn't compile at all. Does the issue lie with other people's setup? Their *.smd? Their *.qc file? I'm stumped.
I'm not doubting you one bit. I'm just wondering if all of this time that nobody has bothered because of teething issues on a whole.
Damsel had a error and CTD(no CTD crash error) for me but I believe that was me 100%! That was using our studiomdl.exe and same as juliet. I did have to T-Pose the skeleton for juliet though and auto set weights/rest pose but that shouldn't be a concern here.
I'm trying something a bit more different with a non-VtMB model so I expect it to happen 99.9% of time. Fun.
I'll re-do Damsel on other PC during the week for a look. It was spot on with Damsel and trem fem armor 2 but juliet got further. It's maddening.
Other PC has fresh VtMB / SDK install , Blender etc from other day so I'll use that.
I'm actually boggled because I did try Damsel 3 times.
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