This is such a head fook. I know it's to do with crowbar on this system and related in some way.
I've just redone Damsel on Trem fem 2 quickly, no go on this pc but I stick the files on USB Flash Drive, xfer them, and it compiled fine on the gaming pc and no issues on Char select in game..
One thing I did notice is it isn't putting a .phy in Brujah armor0 folder but the 3 other files appear on problem pc.
Can I pick this PC up and choose a wall to launch it at lol
What are the extensions on the files in the armor0 folder? Alien Swarm creates *.dx90.vtx; *.mdl; *.vvd. The Formatter creates *.dx7_2bone.vtx; *.dx80.vtx; *.mdl; *.phy.
Anyway, looking at [...]\Bloodlines SDK\SDKBinaries\studiomdl-sw.bat (the *.bat file that Crowbar calls for Alien Swarm), It merely checks if an *.mdl is present in the folder, so it doesn't notice if the Formatter doesn't run.
I tested things manually on my end. Sticking a model compiled with Alien Swarm into VTMB gives me the Wrong Version error, so it seems the problem is the Formatter failing. I successfully called the Formatter from a command prompt.
%Formatter% is [...]\Bloodlines SDK\SDKBinaries\studiovtmb49k.exe; %QCPath% is the folder where your *.qc is; %ModDir% is VTMB's Vampire folder; %ModTmp% is the folder containing the compiled model; %ModelName% is the name of your compiled model.
I copied the Poison Ivy example to my C: drive, compiled it with Alien Swarm, navigated to the SDKBinaries folder in a command prompt, and ran
(Had to run the command prompt as Admin because my VTMB is inside Program Files x86). It placed the converted model in [...]Vampire\models\character\pc\female\poisonivy\
That's as far as I can test things on my end.
Looking at the Formatter itself, DDLullu wrote it in OpenEuphoria. A quick look at the website and it doesn't have any special dependencies. It does use some native Windows things. No clue if that would help troubleshoot things.
This is such a head fook. I know it's to do with crowbar on this system and related in some way.
I've just redone Damsel on Trem fem 2 quickly, no go on this pc but I stick the files on USB Flash Drive, xfer them, and it compiled fine on the gaming pc and no issues on Char select in game..
One thing I did notice is it isn't putting a .phy in Brujah armor0 folder but the 3 other files appear on problem pc.
Can I pick this PC up and choose a wall to launch it at lol
What are the extensions on the files in the armor0 folder? Alien Swarm creates *.dx90.vtx; *.mdl; *.vvd. The Formatter creates *.dx7_2bone.vtx; *.dx80.vtx; *.mdl; *.phy.
Anyway, looking at [...]\Bloodlines SDK\SDKBinaries\studiomdl-sw.bat (the *.bat file that Crowbar calls for Alien Swarm), It merely checks if an *.mdl is present in the folder, so it doesn't notice if the Formatter doesn't run.
I tested things manually on my end. Sticking a model compiled with Alien Swarm into VTMB gives me the Wrong Version error, so it seems the problem is the Formatter failing. I successfully called the Formatter from a command prompt.
%Formatter% is [...]\Bloodlines SDK\SDKBinaries\studiovtmb49k.exe; %QCPath% is the folder where your *.qc is; %ModDir% is VTMB's Vampire folder; %ModTmp% is the folder containing the compiled model; %ModelName% is the name of your compiled model.
I copied the Poison Ivy example to my C: drive, compiled it with Alien Swarm, navigated to the SDKBinaries folder in a command prompt, and ran
(Had to run the command prompt as Admin because my VTMB is inside Program Files x86). It placed the converted model in [...]Vampire\models\character\pc\female\poisonivy\
That's as far as I can test things on my end.
Looking at the Formatter itself, DDLullu wrote it in OpenEuphoria. A quick look at the website and it doesn't have any special dependencies. It does use some native Windows things. No clue if that would help troubleshoot things.
I'd given up on it and moved on for now but current settings compile .MDL dx7, dx80 Vtx files but no .phy. I have noticed a strange issue on this PC that it says materials not found now. With the same Damsel .qc file but on other PC 100% identical .qc, compiles, no issues. It's just screwed up is all.
Since I removed all of the installs. I haven't pointed to the swarm sdk like above. I only did this as a last resort when all else had failed and as you know. It compiles it to an .mdl that says wrong version. I don't have the files now but do believe there was a dx90.vtx and .vvd present when using the actual Swarm SDK.
What I will do is run the cmd from command prompt above on the working PC first to make sure it works 100% on Ivy and use it here. Both PC have the exact same identical install path F:\Games 2\PC Games Other\VtMB so that I can easily check stuff in a better way. I'll do this sometime soon. I think it is fruitless task with fooked PC.
I do have to query something about dx90.vtx as I have an issue with Faith model but I want to make a separate post. Its to do with the PC that compiles and do not want to confuse both.
One thing talking about .dx90.vtx files. When I compile Faith above it goes through the process then throws a error regarding .dx90.vtx
What I will do is post the error and error window soon in a screenshot or two. I'll log into the other PC and run it.
Ok Done that so I'm guessing it has something to do with how the model was compiled originally as other model I try for quick tests have never tried to do anything compiling related to dx90.vtx. I've converted her .vtf files to .tth/ttz and sorted the .vmt paths out so threw me of course a bit.
Error window after failure.
Error in crowbar. It hangs forever as you'd expect after an error converting the model.
My crowbar settings(set by SDK) which work on good pc but am interested in other thoughts.
Fear I'm out of my depth here. I don't have the training or experience to troubleshoot this stuff. Also doesn't help that I didn't code the Formatter, so I have no clue how it actually works.
As for the Faith model, did you reduce the poly count from what you posted before? What's her vert/poly count? The model compiles, so I'm guessing the issue is with the *.smd, not the*.qc.
Fear I'm out of my depth here. I don't have the training or experience to troubleshoot this stuff. Also doesn't help that I didn't code the Formatter, so I have no clue how it actually works.
As for the Faith model, did you reduce the poly count from what you posted before? What's her vert/poly count? The model compiles, so I'm guessing the issue is with the *.smd, not the*.qc.
That's fine.
I don't expect you to have the answers. I'm just trying to push it a little here and there and not by choice
Her poly count / verts didn't reduce a lot through decimate or merge by distance so pretty much the same.
I'm think it is the .smd that's issue with being a SFMLAB model and I'm not hopeful. If Poly count is a big issue I don't see how I can do anything with this Model of Faith.
I'm think it is the .smd that's issue with being a SFMLAB model and I'm not hopeful. If Poly count is a big issue I don't see how I can do anything with this Model of Faith.
I agree, it's probably the model. Coming off SFMLab shouldn't matter, though. The Juliet model I tested things with before was an XPS port I ran through Blender. Things should be fine as long as the final *.smd is within Source's limits.
I'm think it is the .smd that's issue with being a SFMLAB model and I'm not hopeful. If Poly count is a big issue I don't see how I can do anything with this Model of Faith.
I agree, it's probably the model. Coming off SFMLab shouldn't matter, though. The Juliet model I tested things with before was an XPS port I ran through Blender. Things should be fine as long as the final *.smd is within Source's limits.
I'm wondering what the limits are for us though on this old engine version? I thought, I read around 99k but it wasn't bloodlines specific and I take posts like a grain of salt that aren't related.
It's a shame Juliet only has 3 versions of her in Lollipop Chainsaw. I guess, a hybrid 4th model could be put together, though.
Maybe for your spike you could give it a try, I guess it work best with front and back picture but you might manage to find one.
I guess it will be texture problem after but who knows.
I'll check the tool out sometime for a general look. I'm likely avoiding anything like this up to date if or when I'm doing something.
There is a big difference with having game model from other games to an extent than a model that looks reality human facially in Bloodlines and that is just a big no no for me.
This is such a head fook. I know it's to do with crowbar on this system and related in some way.
I've just redone Damsel on Trem fem 2 quickly, no go on this pc but I stick the files on USB Flash Drive, xfer them, and it compiled fine on the gaming pc and no issues on Char select in game..
One thing I did notice is it isn't putting a .phy in Brujah armor0 folder but the 3 other files appear on problem pc.
Can I pick this PC up and choose a wall to launch it at lol
What are the extensions on the files in the armor0 folder? Alien Swarm creates *.dx90.vtx; *.mdl; *.vvd. The Formatter creates *.dx7_2bone.vtx; *.dx80.vtx; *.mdl; *.phy.
Anyway, looking at [...]\Bloodlines SDK\SDKBinaries\studiomdl-sw.bat (the *.bat file that Crowbar calls for Alien Swarm), It merely checks if an *.mdl is present in the folder, so it doesn't notice if the Formatter doesn't run.
I tested things manually on my end. Sticking a model compiled with Alien Swarm into VTMB gives me the Wrong Version error, so it seems the problem is the Formatter failing. I successfully called the Formatter from a command prompt.
%Formatter% is [...]\Bloodlines SDK\SDKBinaries\studiovtmb49k.exe; %QCPath% is the folder where your *.qc is; %ModDir% is VTMB's Vampire folder; %ModTmp% is the folder containing the compiled model; %ModelName% is the name of your compiled model.
I copied the Poison Ivy example to my C: drive, compiled it with Alien Swarm, navigated to the SDKBinaries folder in a command prompt, and ran
(Had to run the command prompt as Admin because my VTMB is inside Program Files x86). It placed the converted model in [...]Vampire\models\character\pc\female\poisonivy\
That's as far as I can test things on my end.
Looking at the Formatter itself, DDLullu wrote it in OpenEuphoria. A quick look at the website and it doesn't have any special dependencies. It does use some native Windows things. No clue if that would help troubleshoot things.
Hey ilex ! Sorry for the long reply time, got caught up in stuff D: Almost done with most of the models in the RTX remaster work (for the first haven), moving onto textures soon, so I was heads down on that.
This is what I think is happening on my end. It is definitely compiling and outputting files. The files are indeed all dx90, so the formatter isn't running.
When I try to make a .bat file to run it manually, I get:
U:\win_xp4\virtualXP\ok_vtxb\vvd_to_vvdb.e:313 in function getPathModel()
subscript value 12 is out of bounds, reading from a sequence of length 5
<no-name> = {69'E',82'R',82'R',79'O',82'R'}
<no-name> = 12
<no-name> = 1
<no-name> = {}
... called from U:\win_xp4\virtualXP\ok_vtxb\studioVTMB49j.exw:1
Public & Export & Global & Local Variables Subscript value out of bounds means I'm trying to access column values that don't exist. Pretty much array index outside bounds equivalent. So I'm wondering if it's related to something dumb like path length? Or something like unaccepted characters in the path itself?
As far as what I was trying to compile I have tried 3 different types of things, the refrigerator in the haven, a character, and the mac10 view model.
So I'm guessing this is a path issue potentially. I feel like I'm really close to getting this working! When I compile/decompile I follow your setup on Crowbar exactly.
In the QC. I remove all the commands you mention to remove as well.
Without the formatter running, I get a missing model, so the text of the model path just floats in the air.
That's roughly my situation. Thanks for talking through it all with us. Probably a bit frustrating to have it just work fine on our end but have these weird issues crop up for others.
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