Trouble with vconfig, studio compiler

Spacek531

L4: Comfortable Member
Jan 28, 2012
165
94
I am trying to compile a model for tf2, and I have gotten to the point where I have all the files in a nice, neat folder, and am ready to compile. The problem I am having is: studio compiler is looking for gameinfo.txt which I try to point it to, but it doesn't find it. It tells me to run the vconfig to create one, so I double click vconfig.exe, and this pops up: MountAppFilesystem() failed: SteamMountAppFilesystem(429467295,4294967295,0x86efd24) failed with error 4: bad launch configuration

My question to people who can help me is, is there a better way to launch vconfig so that it creates the gameinfo.txt, or is the problem something else?

Many thanks for anyone who can help.
 
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Spacek531

L4: Comfortable Member
Jan 28, 2012
165
94
none of you 71 people can help me bump?

The problem is rather devastating because I would like to create custom content, but now I have run out of options that I know of. If any of you know anything at all about the problem or how to fix it, I would appreciate it if you shared the solution.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Sounds like vconfig is one of those programs that needs to be run from the command line with parameters. Source tools tend to be. You might look into some sort of GUI-based program that automates the process for you.

What modeling app are you using, by the by?
 

Spacek531

L4: Comfortable Member
Jan 28, 2012
165
94
I use 3DS MAX for my modeling needs. Right now though, I just want to finish up the holograms that I made following Artesia's instructions in his hologram template tutorial.
 

Wander

L3: Member
Sep 16, 2010
148
55
Did you search the valve dev wiki?
https://developer.valvesoftware.com/wiki/Game_Directory

When i just double click vconfig.exe i get the same error that you get, but when i run it from the console with the -game [path] parameter i dont get the error
Code:
cd "C:\program files (x86)\steam\steamapps\username\sourcesdk\bin\orangebox\bin"
vconfig -game "C:\Program Files (x86)\Steam\SteamApps\username\Team Fortress 2"
 

Spacek531

L4: Comfortable Member
Jan 28, 2012
165
94
I figured out how to run vconfig (turns out it was in the SDK menu the whole time), but now when I try to compile the .qc in studio compile, it spits out this error:
Code:
C:/Program Files (x86)/Steam/steamapps/spacek531/sourcesdk/bin/orangebox/bin/studiomdl.exe -game "C:\Program Files (x86)\Steam\steamapps\spacek531" "C:\Program Files (x86)\Steam\steamapps\spacek531\team fortress 2\tf\materials\models\effects\cappoint_hologram_template.qc"
WARNING: AppFramework : Unable to load module p4lib.dll!
WARNING: Unable to find 
gameinfo.txt. Solutions:

1. Read http://www.valve-erc.com/srcsdk/faq.html#NoGameDir
2. 
Run vconfig to specify which game you're working on.
3. Add -game <path> on the command 
line where <path> is the directory that gameinfo.txt is in.

Unable to find gameinfo.txt. 
Solutions:

1. Read http://www.valve-erc.com/srcsdk/faq.html#NoGameDir
2. Run vconfig 
to specify which game you're working on.
3. Add -game <path> on the command line 
where <path> is the directory that gameinfo.txt is in.

I run vconfig and all that, but I do not know how to fix it. I tried the link that it spits out, but it's a dead link.

This is really depressing because I follow every instruction, but it doesn't seem to work at all.

EDIT: I did see that page, and experimented with the information I got from it.
 
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
I asked about your modeling app because just this past week I found a plugin for 3DS Max that semi-automates the Sourcifying process. It's called WallWorm Model Tools, and you can get it here if you want to give it a go. I've only played around with it a little so far, but as someone with no idea what I'm doing, I've found it to be super-easy so far, and there seem to be a lot of customizable options for those who do.
 

Spacek531

L4: Comfortable Member
Jan 28, 2012
165
94
I found wall worm as well as a number of other useful tools for converting to SMD and other valve formats too. Hopefully once I can get the converter working I can upload some working models that I have laying around.
 

Spacek531

L4: Comfortable Member
Jan 28, 2012
165
94
Also, I cannot seem to be able to find func_respawnroomvisualizer in the entities list. Is there a different way to get to it that I don't know about? :confused:
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
Also, I cannot seem to be able to find func_respawnroomvisualizer in the entities list. Is there a different way to get to it that I don't know about? :confused:

You mean, in Hammer?

Are you sure Hammer is starting up with the correct Engine/Game settings? It only knows about entity class-names from the .FGD files, so if you're missing that kind of thing you might want to check your Hammer configuration page to make sure the correct FGDs are listed.
 

tyler

aa
Sep 11, 2013
5,102
4,621
func_respawnroomvisualizer is a brush entity, meaning you select the brush and then hit Ctrl + T and choose it from there. If it is not available, something is wrong with your SDK and you should do as Terr says
 

Spacek531

L4: Comfortable Member
Jan 28, 2012
165
94
What you said to do worked, yyler. Unless I totally missed it in everything I have read, perhaps putting it in one of the more high-traffic tutorial threads would be good for noobs in the same boat as me.
 

HänÐågeÐÐoñ

L1: Registered
Aug 20, 2011
6
0
i dont normally respond to these but i thought maybe i could help out what ive learned,just like the hands i used in my maps they werent easy getting in there and i had problems similar to yours i almost gave up.I started to use the same program as u did and then it just got more and more complicated.I switched to milkshape 3d imported the model into there then exported as a .smd ,you just have to assign a joint to a bone, any one.then after that,make any file or folder that studio compile asks for,(even if its a blank file) then it should start spitting out .mdl as long as the textures are there.
 

Spacek531

L4: Comfortable Member
Jan 28, 2012
165
94
The .smd converter wasn't the issue, it was the converter itself that I hadn't set up right (the root game folder meant going into the \team fortress 2\tf folder rather than just \steamapps\username.

Thank you for the help everyone, I figured it out!