Maarten,
   I think this is the %VProject% still getting set wrong, check your path
and make sure it matches the mod you're working on.

checkpath.bat:

@echo off
echo "sourcesdk path:
echo %sourcesdk%
echo
echo vproject path:
echo %VProject%
pause

You have to set the mod in the sdk launcher, exit the launcher, then run it
again a second time to get the %VProject% to take.  If you change mods,
always double check to make sure the path is set properly.



----- Original Message -----
From: "Tony "omega" Sergi" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Saturday, November 17, 2007 8:15 AM
Subject: Re: [hlcoders] Model compile error


it's probably just an issue with studiomdl running the wrong binaries
you could try adding 2 environment variables like
EP1SDK_BIN
and OBSDK_BIN
and point them to the respective folders ie:
EP1SDK_BIN=c:\steam\steamapps\youraccount\sourcesdk\bin\ep1\bin
OBSDK_BIN=c:\steam\steamapps\youraccount\sourcesdk\bin\orangebox\bin

then when you load up your command prompt
set path=%path%;%EP1SDK_BIN%
compile your model.

and of course you can use the other one for the orange box tools.


On Nov 17, 2007 11:08 AM, Julian Moschüring <[EMAIL PROTECTED]> wrote:
I do not think that this is caused by a bad qc. It propably only happens
if you use the ep1 compiler. If the model viewer is started before
compiling anything works fine.

It happens eg for this qc which is a sample of noasis:

$modelname skeleton\Skull.mdl
$cdmaterials models\skeleton
$surfaceprop "pottery"
$staticprop
$scale 1
$body studio "Skull_reference.smd"
$sequence idle "Skull_idle" fps 1
$collisionmodel "Skull_phys.smd"
{
    $Mass 1
    $concave
}

-archy


Jake Breen wrote:
> Post your QC please.
>
> maarten wrote:
>> I tried launching hlmv, but it crashed on me too. Restarted steam,
>> lauched
>> hlmv, loaded a model just to be sure, and now it compiles.
>>
>> I thought I'd seen it all, but guess what :D
>>
>> Thanks a bunch archy!
>>
>>
>>> For me starting the model viewer and keep it running while compiling
>>> models solved this problem.
>>> -Archy
>>>
>>> maarten wrote:
>>>
>>>> Hi list!
>>>>
>>>> this is probably a question for valve, but maybe one of you has hit
>>>> it
>>>> before.  I'm trying to compile a new model, but studiomdl keeps
>>>> crashing
>>>> on me:
>>>>
>>>> C:\OffLimits\modelsrc\vehicles\greyhound>"C:\Program
>>>> Files\Steam\steamapps\keats
>>>> @off-limits.be\sourcesdk\bin\ep1\bin"\studiomdl.exe greyhound.qc
>>>> qdir:    "c:\offlimits\modelsrc\vehicles\greyhound\"
>>>> gamedir: "c:\program
>>>> [EMAIL PROTECTED]
>>>> 2\hl2\"
>>>>
>>>> g_path:  "greyhound"
>>>> Working on "greyhound.qc"
>>>> SMD MODEL greyhound_reference.smd
>>>> SMD MODEL greyhound_physmodel.smd
>>>> SMD MODEL greyhound_idle.smd
>>>> SMD MODEL greyhound_turn.smd
>>>> SMD MODEL greyhound_suspension.smd
>>>> SMD MODEL greyhound_wheelspin.smd
>>>> Model has 20 convex sub-parts
>>>> Collision model completed.
>>>> ---------------------
>>>> writing c:\program
>>>> [EMAIL PROTECTED]
>>>> 2\hl2\mod
>>>> els/vehicles/greyhound.mdl:
>>>> bones        15920 bytes (46)
>>>> animations    2720 bytes (24 anims) (30 frames) [0:07]
>>>> sequences     3420 bytes (10 seq)
>>>> ik/pose        344 bytes
>>>> eyeballs         0 bytes (0 eyeballs)
>>>> flexes           0 bytes (0 flexes)
>>>> textures        72 bytes
>>>> keyvalues      416 bytes
>>>> Collision model volume 5078298.00 in^3
>>>> collision        0 bytes
>>>> total        25796
>>>> ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
>>>> ERROR: Aborted Processing on 'vehicles/greyhound.mdl'
>>>>
>>>> Is there any way to debug this further? studiomdl creates an empty
>>>> file
>>>> for the mdl. I've tried finding errors in the model but came up
>>>> empty so
>>>> far, and the error doesn't help much in that direction either.
>>>>
>>>> Thanks for any info!
>>>>
>>>> -- maarten


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