No problem :) I'm glad that this tool I made has been helpful for a lot of people, it also helps everyone to tell other fellow modellers about this program as well
Amaxivermis
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I've compiled the model and got the same error, I don't know if it's a bug with the program because your model seems perfectly fine, my best guess was that there's something wrong with the rolls but the program is designed so that's not a problem.
I tried using the repose button which the model already is and fixed a few rotations and weirdly enough that seemed to fix the problem for the most part which I'm not sure why, I'll try to see if this is a bug or not
You probably want to look at some weight painting tutorials and try searching it up and try to see if you can fix the weight painting problem, as if the weight painting is messed up I cannot have the app fix it, if you manage to fix it try porting it over again and see if the model doesn't become disfigured
the flat height is file is needed for phong reflections or those specular highlights as I noticed I wasn't getting any until I set a bump map for the materials when I ported models over in the past (the normal way). Based on the file size of the first texture it should have compiled correctly, maybe it's a mistake with the vmt files and try to check them to see if they point correctly over to the texture
You should show the folder where the materials are stored for the model, if you don't know it's compiled in the 'addons' folder for Gmod (if you don't know search up gmod legacy addons) and it will contain the model you have compiled, and go in the materials folder and and go in the models folder in there again and you should find the materials
It should contain the 'vtf' files which are the textures, and 'vmt' which are materials, if you don't find the vtf files VTFCmd failed to convert them, which I wouldn't be sure why but if you imported textures tell me what file format they are
I'm not entirely sure why it crashes when you compile, assuming you followed all of the steps and the applications also seem to be correct too, as for that update for older computers I switched it over from Vulkan to OpenGL as some older computers don't really work on Vulkan, although I don't think that's the reason it's not compiling, have you made sure you followed the steps?
I have imported the model and I can confirm that it does in fact crash although on the update I have been working on it imports fine, the reason for this is probably because the reference picture is included with the glb file that didn't give an error while importing, although I will ensure that in the next update if models are included with reference pictures they just get ignored, in the meantime don't export the model with the reference image and see if that fixes the problem
Garry's Mod measurements are in inches it seems which is why when doing the manual porting method that's always been you massively scale it up since Blender and most 3D software nowadays is in metres, I should put that notice in the documentation soon. As for the hands you may want to check the bones and see if they're renamed and the correct amount since that might be why they look odd
I looked at the glb in Blender and this model might exceed the vertex limit (which is around 17,000) for SMD files which is why it might be failing to compile (this model is 85,000 vertices). This is not a limitation of the program though, it's a limitation of the source engine which is a pretty old engine that garry's mod runs on and it isn't meant to handle models that are very detailed. Although I might make it so highly detailed models will work with a different solution though
While I haven't found the exact cause of it, I looked at the file and noticed that the GLTF file is exporting the vertices for every face that needs to be connected and as such the vertex count is going up a lot while the FBX just has the vertices connected normally,if you import the meshes and then select a face and move them and compare how it is for the two models you will understand what I mean
I'll probably improve the logging since the error window doesn't display all the information, the app doesn't generate any logs when compiling which I should add in for 1.2 so it's easier to troubleshoot issues
While vertex issue isn't a bug with the application as you'd know, I could probably try to find a way to allow models like these to be compiled by adding in more files, though I'd need to check the docs again





