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Amaxivermis

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A member registered Mar 31, 2022 · View creator page →

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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 

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

Might add some other common poses too, I tried to make the fingers repose automatically to match the model but it seems very difficult to do until I find a solution to that, but I will consider adding A-Pose support if it works as intended

Once you fix the weight painting issues and you port the model over again you should tell me if the model works fine or not just so I can ensure that there aren't any bugs with the program

There definitely seems to be something wrong with your weight painting or armature, though most likely weight painting.

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

I opened the files and for the glb, fbx, and blend files rotating one of the foot bones makes this happen, you likely need to fix the weight painting and see if the problem in-game stops happening

It might have something to do with how the materials are imported, I'm not sure if you tweaked the material settings for the game (ex. phong and stuff) and it worked just fine but I'll test the materials again to see what caused the problem

For the directories you can check the one the material files are in and compare to how the directories are in the vmt files, they might look a bit weird given that they work in a certain way but if they don't look very off there shouldn't be a problem with them

It might be with the directories and if not you can provide the model including the textures to see if it's a bug with the program or not, check the directories one more time and if they don't look off do provide the gltf model with also has the textures too

Since these look correctly, it might be that something went wrong with the VTFCmd or there's a mistake with the directories, though I don't think there's a mistake with the folders. Is there something with the textures for the imported model?

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

The compiling issue is most likely a bug, the model didn't crash when I tried to compile but when I clicked it nothing happened. However, I did notice that the bone after the head was renamed to the pelvis which is a bug and when I renamed the bones correctly compiling now did something

You could try to provide the model you are trying to port over so I can see if it's a bug with the program or not and let you know

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'm very sorry for the late response on the earlier post, it got flagged and I forgot to check until now. The VTFCmd is listed in the install instructions but I have also listed the link in the FAQ now

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

The file isn't publicly accessible, I can't download it

What model are you trying to import? Provide some details about it and see you can provide a sample of the model

The foot is posed correctly I'm assuming, but just check the names one more time and it's pretty if there isn't an extra bone between the foot and toes and see if that helps

The model in the program should be in the T pose for the best results, you don't need to pose it in Blender like that, you can repose it in the program itself, if reposing automatically doesn't work you can just rotate them to be in the T pose

By manual I meant the normal way you'd port models over, for GLTF you could just use Blender and export if you follow the instructions, I was going to add FBX but didn't just yet because it had a lot of bugs that made those models straight up not work as intended though it might be added soon

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

Is the scale in Blender applied? In addition what is the size of the model compared to the reference model which is red and transparent in the program?

You can't do it besides the Y axis which is up and down, as long as it's not wildly off the model should work fine though

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

What is the model you are using? If you can send it over to me it would help a lot so I can try to see what it is

I did make it so the proportion trick is applied and tried to get it as close as I could, though my technique does it a bit different

I'll probably need to add more customization options for the joints though, should add it to things to do later

That sounds good, if there's any more bugs with some models with the app let me know, although I will start working on 1.2 soon but I can release patches anyways

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

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If you can, you could send some of the files over (like the blend, fbx, gltf, and so on) so I can try to see what the problem is, any method is fine if it's not overcomplicated, I'll look at it later when I've got some time

Are you trying to overwrite a file? This issue seems odd, but maybe try deleting it, and make sure the file is correct real quick

You might want to check if the topology for the gltf export to see if it changed anything, that is definitely a weird thing I haven't encounted

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

It's in the temp folders so that's likely why, you can do the same steps and look at the folder again and it should be there

The compile qc does point to a line it looks like, though this error I've never seen. you can check the QC and show what it has if it has any info about what went wrong

I'll likely do flex for the next update when I start working on it, in addition to a few other features though I want to focus on flex so I'll look at it and see how it goes

It looks like I'll need to take that into mind when adding FLEX support to the software, the program just generates SMD files in the temp folder to be compiled so I can look into that

This seems odd and I don't know why GLTF is causing the shape key info to be lost, does exporting as SMD keep the flex poses in different frames? SMD should export the poses in different frames based on the qc compilation