Prop Hell

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UGLYdumpling

L3: Member
May 24, 2010
127
56
ok, i've struggled with getting my steamroller model into steam from the beginning.
Then I finally was able to get the model and the texture into hammer.
BUT

I wasn't happy with the scale. I scaled the model up and .obj exported into XSI MOD TOOLS and exported into an SMD. When compiling it coughs out the expected files, but the model viewer gives me "Error Loading Model".

I've also noticed that the compiler WHIPS through the compiling process whereas before when the output was good, the compiler took about 20-25 seconds to complete. So something is definately wrong.

Been staring at my QM and VMT files for what feels like days now and I think I've gone blind from it all. Need some fresh eyes please!

my QM and .SMD files are here:
C:\Program Files (x86)\Steam\steamapps\uglydumpling\team fortress 2\tf\models\custom_props\steamroller

my VMT and VTFs are here:
C:\Program Files (x86)\Steam\steamapps\uglydumpling\team fortress 2\tf\materials\models\custom_props\steamroller

my QC file is:
Code:
/*
----------------
Steamroller QC
----------------
*/

$modelname "custom_props/steamroller.mdl"
$origin 0 0 0 90
$scale 1.0
$body "Body" "steamroller.smd"
$staticprop
$surfaceprop "carpet"
$upaxis Y

$cdmaterials "models/custom_props/steamroller"
$sequence "idle" "steamroller.smd" fps 30
$collisionmodel "steamroller.smd"

my VMT file is:
Code:
"VertexLitGeneric"
{
"$basetexture" "models/custom_props/steamroller/"
"$model" 1
"$surfaceprop" "carpet"
"$envmap" "env_cubemap"
// "$envmapmask" "officecouch/officecouch_spec"
"$envmaptint" "[0.5 0.5 0.5]"
"$envmapcontrast" .5
// "$bumpmap" "officecouch/officecouch_normal"

}

compiler log:
Code:
> Executing: C:\Program Files (x86)\ConTEXT\ConExec.exe "C:\Program Files (x86)\Steam\steamapps\uglydumpling\sourcesdk\bin\orangebox\bin\studiomdl.exe" "C:\Program Files (x86)\Steam\steamapps\uglydumpling\team fortress 2\tf\models\custom_props\steamroller\steamroller.qc"

WARNING: AppFramework : Unable to load module p4lib.dll!
qdir:    "c:\program files (x86)\steam\steamapps\uglydumpling\team fortress 2\tf\models\custom_props\steamroller\"
gamedir: "C:\Program Files (x86)\Steam\steamapps\uglydumpling\team fortress 2\tf\"
g_path:  "C:\Program Files (x86)\Steam\steamapps\uglydumpling\team fortress 2\tf\models\custom_props\steamroller\steamroller.qc"
Building binary model files...
Working on "steamroller.qc"
SMD MODEL steamroller.smd
Collision model completed.
---------------------
writing C:\Program Files (x86)\Steam\steamapps\uglydumpling\team fortress 2\tf\models/custom_props/steamroller/steamroller.mdl:
bones          676 bytes (0)
animations     112 bytes (1 anims) (1 frames) [0:00]
sequences      216 bytes (1 seq) 
ik/pose        164 bytes
eyeballs         0 bytes (0 eyeballs)
flexes           0 bytes (0 flexes)
textures         4 bytes
keyvalues        0 bytes
bone transforms        0 bytes
collision        0 bytes
total         1240
---------------------
writing C:\Program Files (x86)\Steam\steamapps\uglydumpling\team fortress 2\tf\models/custom_props/steamroller/steamroller.vvd:
vertices         0 bytes (0 vertices)
tangents         0 bytes (0 vertices)
total           64 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\uglydumpling\team fortress 2\tf\models/custom_props/steamroller/steamroller.sw.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:             0 bytes
strip groups:       0 bytes
strips:             0 bytes
verts:              0 bytes
indices:            0 bytes
bone changes:       8 bytes
everything:        72 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\uglydumpling\team fortress 2\tf\models/custom_props/steamroller/steamroller.dx80.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:             0 bytes
strip groups:       0 bytes
strips:             0 bytes
verts:              0 bytes
indices:            0 bytes
bone changes:       8 bytes
everything:        72 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\uglydumpling\team fortress 2\tf\models/custom_props/steamroller/steamroller.dx90.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:             0 bytes
strip groups:       0 bytes
strips:             0 bytes
verts:              0 bytes
indices:            0 bytes
bone changes:       8 bytes
everything:        72 bytes

Completed "steamroller.qc"
> Execution finished.

Thanks for any help, this is totally sapping my motivation.
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
the only thing I see that is quite consistent and could be an issue is the following is red:

writing C:\Program Files (x86)\Steam\steamapps\uglydumpling\team fortress 2\tf\models/custom_props/steamroller/steamroller.mdl:

writing C:\Program Files (x86)\Steam\steamapps\uglydumpling\team fortress 2\tf\models/custom_props/steamroller/steamroller.vvd:

"C:\Program Files (x86)\Steam\steamapps\uglydumpling\team fortress 2\tf\models/custom_props/steamroller/steamroller.sw.vtx":

Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\uglydumpling\team fortress 2\tf\models/custom_props/steamroller/steamroller.sw.vtx":

Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\uglydumpling\team fortress 2\tf\models/custom_props/steamroller/steamroller.dx80.vtx":

Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\uglydumpling\team fortress 2\tf\models/custom_props/steamroller/steamroller.dx90.vtx":

Now grant it, I haven't modeled anything before, but to me that looks wrong, you would think that all the /'s would be turned around to be just like the other ones. Maybe it can't find the directory cause of that? Thus that's why nothing seems to be showing up?
 
Last edited:
Feb 18, 2009
640
629
I assume you only changed the smd file? no changes to the qc? (you said "QM" in the OP, I know you meant qc, but just pointing that out) in which case, I must pose a couple of questions and suggestions.

first, what program do you model in? most of the major programs have smd export plugins anyway, so the XSI step may not be needed. Either way, try exporting the model again. could just be that something went wrong silently and didn't throw up any warnings. The fast compile and "vertices 0 bytes (0 vertices)" suggests that the vertex data has been lost somewhere.

EDIT: on what Blade said. source engine is funny with /'s sometimes it likes /, others it likes \. most of the time though its fine with either. I don't think that is the problem here but if what I said didn't work, try it.
 

UGLYdumpling

L3: Member
May 24, 2010
127
56
@Blade : I fixed those slashes you found but to no avail, same issue.
@Mick-a-nator : yeah QC is what I meant. I model in Maya. There's no plugin support for 2011. My workflow is to export an .OBJ from Maya into XSI MOD TOOLS. Then SMD export from there.

re: vertices 0 bytes - interesting catch. Didn't notice that myself, yeah - my guess is that my .OBJ or .SMD is currupt somehow. hmm. Maybe the issue is with the model and NOT the support files.

edit: I tried to export just a simple cube. same issues, so now I'm at a loss as to where the problem is occuring. Maybe XSI MOD TOOL is currupting my meshes all of a sudden? ugh.
 
Last edited:

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
When you export from XSI, the model HAS to have a texture. Doesn't matter what it is, as long as it has one.

Same story for the collision model. Has to have a texture as well. Otherwise the model will error. You won't use the texture obviously, but for the export to work, it needs one. I usually use the default checker thinger.

Kep
 

UGLYdumpling

L3: Member
May 24, 2010
127
56
BINGO! That was it precisely EArkham!!!! Loads into modelviewer and hammer perfectly.
onward and upward now ... THANK YOU SO SO SO MUCH! i'm happy panda now.

talk about an undocumented 'feature' ... yikes!
 
Feb 18, 2009
640
629
Yeah, I wouldn't touch XSI with a barge poll tbh. If you can find another easy way of exporting then try that. Blender might do, it's free as I'm sure you know. If you use it, make sure you get 2.48 though, not 2.5, there isn't a smd export script for 2.5. Other than that, I don't know much about the other options. I suppose you could use Sketchup, but I've never used it for Source.

EDIT: you ninja fix'd
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
When you export from XSI, the model HAS to have a texture. Doesn't matter what it is, as long as it has one.

Same story for the collision model. Has to have a texture as well. Otherwise the model will error. You won't use the texture obviously, but for the export to work, it needs one. I usually use the default checker thinger.

Kep

It's a very software specific issue. In lw, you don't need to give your collision model a texture. And godforbid, collision meshes are all built in different ways depending on which software you're using. It's kind of a nightmare really. The safest way to know is just to open the .smd and figure out what the problem is.

I found out lw's collision mesh procedure completely on accident, and added it to the skd wiki. Previously I had to import to the xsi mod tool each time i wanted a collision mesh. http://developer.valvesoftware.com/wiki/Collision_mesh
 

UGLYdumpling

L3: Member
May 24, 2010
127
56
@mick-a-nator : This whole ordeal has left me a little shy to start experimenting with my pipeline. I've already fallen two days behind on my schedule to tackle this whole valve compiling thing. Glad i did it, but I gotta start hauling ass on this asset or i won't be able to get started on my next one! :cool:

@rexy : aye. My only complaint is that these issues aren't catalogued anywhere. I've made a note for myself to update a wiki about this matter as I'm sure I won't be the only one going through it again.

The safest way to know is just to open the .smd and figure out what the problem is.
I don't do very well with programming and heavy math n' such. My brain is programmed more for drawing and painting n' stuff. I opened up the smd in my text editor and my brain turtled. 8-P