No joy there. GUIStudioMdl just calls the regular studiomdl.exe which
gives the same result as calling it from a Tcl script which is what
I'm doing.

I built the EP1 studiomdl.exe using the current beta code and the
function that fails is in physdll.cpp:PhysicsDLLPath...

   pPhysicsModule = g_pFullFileSystem->LoadModule( dllPath );

...where dllPath is "VPHYSICS.DLL".  With HLMV running this function
succeeds.
I added these lines before the LoadModule() call:

   char out[1024];
   Q_getwd( out, sizeof(out) );

That verified the current working directory as the bin\ep1\bin directory
where vphysics.dll is located.

My debugging adventures stop there as I don't think we are given the sources
to IFileSystem::LoadModule.

-- Tim Baker


I use GUI StudioMdl http://www.wunderboy.org/apps/guistudiomdl2.php
And just select the Ep1 studiomdl.exe from sourcesdk\bin\ep1\bin. No need
to
switch engines.

On Feb 10, 2008 11:18 AM, Tim Baker > wrote:

With the EP1 studiomdl without HLMV running I get this error:

   ERROR: Can't load MaterialSystem.dll
   ERROR: Aborted Processing on 'eaten.mdl'

With the OB studiomdl I can compile a model without a $collisionmodel
just fine without HLMV running. With a $collision model I get the
'bad command {' same as you due to vphysics.dll not being loaded.

Currently I use EP1 studiomdl to compile OB models which works.
But it means I must constantly switch the engine using the SDK
Launcher if I want to start up the new Hammer/Faceposer after
compiling a model.  That wouldn't be so bad if the Launcher would
stop crashing 50% of the time when I try to switch engines.

-- Tim Baker


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