I've been trying but I can't get verts in the right order :( Or
animations. I don't know what I'm doing well enough.
Ryan Sheffer wrote:
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On another note, I didnt realize the studiomdl code was released with the
sdk. I guess its time for somebody to make a new model decompiler. ;)
On Feb 12, 2008 9:38 PM, Tim Baker <[EMAIL PROTECTED]> wrote:
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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~Ryan
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