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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