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Amaxivermis

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

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There's probably a bug in the code which is why it causes that problem, I will have to figure out the problem and see why it doesn't work and release a hotfix for it

Also no problem :) I'm glad it worked for a lot of people, I don't update this tool very often since I've got another project I'm working on but I do fix bugs from time to time

This problem seems quite similar to a problem another user had although it was with creating directories rather then moving them. They told me the issue got fixed after  the "Microsoft .NET Framework 2.0 Service Pack 1" and the "Microsoft Visual C++ 2005 Service Pack 1 Redistributable" were installed which I'm not entirely sure why, although it might have to do with how the app was created, you should get the redists on Microsoft's website and see if that fixed the issue 

What's the full path you provided for the GMod directory if there's nothing private in the directory name? I'm not sure if spaces in directory names causes it to fail or not or something else but you can try to see

This kind of issue is pretty difficult to test since the details I could find on the error code internally lacks any reason as to what is happening and it's not happening on my machine, the best guess I can make is that there might be some permission issues in that specific directory, although the temporary directories that had to be created for the compilation to work were probably created given the path I saw. Although this is a pretty weird error and I'm not sure if it's a problem with your system or not, try to see if there's something causing issues with apps not being able to create directories in that path

the slashes for the directory seem to be different than the other pathes (like how  VTFCmd is using "/" while the Gmod directory is using "\" instead), try changing the slashes to be consistent with the rest of the file paths and see if it works

You're not supposed to add in the .exe to the garry's mod path, just the directory to the game, you can show a screenshot of the directories you put in the settings

The error message seems like it's missing the path to Garry's mod unless you cut it out, if not make sure you set the path to the game. Othewise make sure there isn't issues with permissions or so preventing the app from creating the directory

Does the addons folder exist in the garrysmod directory? (if you're not sure it's in the /steamapps/common/GarrysMod/garrysmod directory you should check for)

Yes it should be, the bones don't have to match the valve biped exactly and you can have fewer bones if you want, it's just that if you have more bones you should try to rename them too

Yep, although I'll note that the bone renaming didn't seem to work very well for this model, but it's very difficult to get it working for every model. Although I'll note that even when I renamed the bones like that and compiled the model it worked just fine, you can try again to see if you get the error

I have tested the model compilation and I have not seen an error at all, what was your bone naming like?

You should try to send over the model so I can try to see what the problem is and whether it's occurring with the model or not

Just a reminder on the email if you're still working on the problem! No worries if you fixed it yourself or changed your mind

FBX is quite buggy I'll admit which is why it's experimental, I don't know if updating the engine will fix it or not, but as for GLTF the crash seems like a bug most likely. I have an email listed on my website (which is amaxivermis[at]tuta[dot]io) so you can reach out to me there

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