#There are many studiomdl versions

1 messages · Page 1 of 1 (latest)

magic drum
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Hi, would you say it’s better than NekoMdl?

white pulsar
jolly dagger
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This compiler got my attention since someone pointed it out. And, I started using this compiler instead of the SFM Compiler, and currently. This compiler saved my ass a lot of time.

And now, another version came out. I’ll be trying it too. I hope the Excess_Violation error is gone in this preview version.

If this compiler is stable in the current build. I might add this compiler to my guide for people to use instead of SFM compiler.

white pulsar
jolly dagger
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Sure. It's not in 0.2. But, I’ll try 0.3 later.

jolly dagger
proud galleon
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very nice

empty pelican
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Is "vertex welding" fixed for facial flexes? Been trying to edit HL2 citizen models and vertices around the lips get stuck together when compiling

white pulsar
# empty pelican Is "vertex welding" fixed for facial flexes? Been trying to edit HL2 citizen mod...

Based on my experience, if we use the old vertex mapping code, it simply takes the nearest vertices and does not always do so correctly... Now it works like in CSGO, based on spheres that are created from vertex animation points and search for the nearest vertices of the model (in my case, it searches not from the bine pose, but as they were before processing), and this has at least fixed most of my personal problems with this.

But the only thing that cannot be solved is if BST has already imported VTA incorrectly and they are broken on export.

empty pelican
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Gotcha

white pulsar
# empty pelican Gotcha

At least with correct VTA data, I haven't encountered any problems. As I've heard, starting with some version, BST began to break VTA imports or even cause some anomalies during exports

If all blendshapes look correct in Blender, you can send some examples from scenes where everything is correct so that I can take a look and maybe come up with something

stoic sand
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this hasn't gotten enough attention, this is super cool

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nekomdl is nice, but I think this has greater potential

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@white pulsar quick q, does this fork support the jigglebone parameter is_boing?

white pulsar
white pulsar
# white pulsar may next build will support the `is_boing` parameter (since I have already recei...

The only thing that complicates support for this right now is that version 49 of MDL doesn't have parameters in the jigglebone structure, so I'm thinking about a temporary hack for this... and I don't know how Garry's Mod will behave (in other engine branches that natively support version 49 of MDL, it will probably crash).

Ideally, I would need to finally add commands for compiling into older versions, at least 48

stoic sand
stoic sand
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@white pulsar Oh also, does it preserve vertex colors? I know some modified studiomdls do, but not sure which. I don't think neko does

white pulsar
# stoic sand <@221927973954125834> Oh also, does it preserve vertex colors? I know some modif...

There is no information about vertex colors in VVD structures in the usual form, from 44 to 49 (if we are talking about the original versions of the format from Valve) - there is none. Are you referring to some custom versions of MDL?

If there is an example where the MDL/VVD/VTX structures themselves contain information about vertex colors, I would appreciate it if you could provide it so that I can look into it and possibly add support for it (if Garry's Mod supports it).

When it comes to "vertex colors" on static props such as CSGO maps (e.g., de_nuke), UV channels are used, which are supported by default in this studiomdl, but it seems that not all SMD exporters export all UV channels. (Not tested with DMX)

jolly dagger
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Sometimes, this compiler seems to be stuck at "Processing LOD..." after compiling the same model a lot for me. Not sure if the compiler gets stuck like that when compiling a lot or smth.

white pulsar
white pulsar
jolly dagger
white pulsar
white pulsar
jolly dagger
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Happens when I try to compile the same models a lot.

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like a lot of times.

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It's not very annoying tho.