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Well, I just wrote this little batfile for you guys to try. It works fine
for me, i don't need to load anything, and it works off either tools, you
just change the paths.

@echo off
@rem setlocal makes all of these 'set' calls temporary.
setlocal
@rem replace with your path to whichever one of the tools you want to run.
set sdkdir="e:[EMAIL PROTECTED]"
@rem replace with the path to your specific mod., this overrides VPROJECT.
set gamedir="e:\steam\steamapps\sourcemods\3mm"
%sdkdir%\studiomdl.exe -nop4 -game %gamedir% %1 %2 %3 %4 %5 %6 %7 %8 %9
@rem use pause so it waits for a key.
@pause

you can drag and drop qc's onto it, or call it directly from command prompt
like normal
smdl whatever.qc

you can also throw the batfile into the windows\system32 dir, then it'll be
in your path automatically.


On Thu, Feb 14, 2008 at 12:57 PM, Tim Baker <[EMAIL PROTECTED]> wrote:

> I've been using the beta EP1 studiomdl every day.  You might try compiling
> it with debugging and step through to see why MaterialSystem.dll isn't
> being loaded.  Either:
>
> a) it can't be found, or
> b) the loader can't resolve symbols
>
> You can put these lines in matsys.cpp to try and force the correct DLL
> to load:
>
> #if 1 // new lines
> char dllPath[MAX_PATH];
> if ( FileSystem_GetExecutableDir( dllPath, sizeof( dllPath ) ) )
> {
>    Q_snprintf( dllPath + strlen(dllPath), sizeof(dllPath), "%c%s",
> CORRECT_PATH_SEPARATOR, pDllName );
>    materialSystemDLLHInst = Sys_LoadModule( dllPath );
> }
> else
> #else // old line
> materialSystemDLLHInst = g_pFullFileSystem->LoadModule( pDllName );
> #endif
>
>
> Strangely I still need HLMV running or studiomdl segfaults
> at this line in matsys.cpp:LoadMaterialSystem:
>
> if (!( g_ShaderAPIFactory = g_pMaterialSystem->Init( "shaderapiempty.dll",
> 0, CmdLib_GetFileSystemFactory() )) )
>
> -- Tim Baker
>
>
>
> > So there is a way to compile with the ep1 studiomdl? Because I'm getting
> > the MaterialSystem.dll error, regardless if I have HLMV running or not.
> Is
> > this fixed if I compile the studiomdl from the beta code?
> >
> > -- Maarten
> >
> >> Well I figured out why vphysics.dll wasn't being loaded.
> >> I was running:
> >>
> >>     bin\ep1\bin\studiomdl -game "path to orangebox mod"
> >>
> >> That caused Steam to overwrite bin\ep1\bin\vphysics.dll (and a
> >> bunch of other files) with the orangebox versions.  Having
> >> HLMV running prevented those files from being overwritten.
> >>
> >> -- Tim Baker
>
>
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>
>


--
-omega
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