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crowbar's Introduction

Crowbar

Crowbar - GoldSource and Source Engine Modding Tool

Website

IMPORTANT: When providing link to Crowbar, please only use the above website link, because that page provides info and links to everything related to Crowbar.

Building

I currently build via Visual Basic in Visual Studio Community 2017. I use Debug x86 when debugging and Release x86 when releasing to public.

I tested building in Visual Studio Community 2019 on 15-Apr-2021. All I had to change were the settings from Debug Any CPU and Release Any CPU to Debug x86 and Release x86 at the top in the default toolbars.

crowbar's People

Contributors

elnexreal avatar ibrs-4ever avatar ijarika avatar joeltroch avatar teamspen210 avatar zeqmacaw avatar

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crowbar's Issues

'EXCEPTION_ACCESS_VIOLATION' (assert: 1)

I tried to decompile a model and compile it again and following error comes up: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1).

Could someone pls help?

Here is the full log:

Compiling with Crowbar 0.72: "C:\Users\karlu\OneDrive\Desktop\tester\212th_airborne2_parjai.qc" ...

Compiling "212th_airborne2_parjai.qc" ...
Output from compiler "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\studiomdl.exe":
qdir: "c:\users\karlu\onedrive\desktop\tester"
gamedir: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod"
g_path: "212th_airborne2_parjai.qc"
Building binary model files...
Working on "212th_airborne2_parjai.qc"
SMD MODEL body.smd
SMD MODEL body_upper.smd
SMD MODEL body_lower.smd
SMD MODEL helmet.smd
SMD MODEL face.smd
SMD MODEL macrobinoculars_up.smd
SMD MODEL macrobinoculars.smd
SMD MODEL pauldron.smd
SMD MODEL pauldron_strap.smd
SMD MODEL pauldron_ammo.smd
SMD MODEL grey_pauldron.smd
SMD MODEL ganch_pauldron.smd
SMD MODEL strap.smd
SMD MODEL fordo_pauldron.smd
SMD MODEL gunstrap.smd
SMD MODEL suspenders.smd
SMD MODEL suspenders_ammo.smd
SMD MODEL kama.smd
SMD MODEL tag_antenna.smd
SMD MODEL holsters.smd
SMD MODEL holsters_right.smd
SMD MODEL holsters_dc17.smd
SMD MODEL holsters_right_dc17.smd
SMD MODEL rangefinder_up.smd
SMD MODEL rangefinder.smd
SMD MODEL jetpack.smd
SMD MODEL bag.smd
SMD MODEL sidebag.smd
SMD MODEL ammo_shoulder.smd
SMD MODEL ammo_arm.smd
SMD MODEL tag_antenna_2.smd
SMD MODEL back_ammo.smd
SMD MODEL rank_tab.smd
Marking bone L_Calf_Jiggle as a jiggle bone
Marking bone R_Calf_Jiggle as a jiggle bone
SMD MODEL 212th_airborne2_parjai_anims\ragdoll.smd
SMD MODEL 212th_airborne2_parjai_physics.smd
Processing LOD for material: gloves
Processing LOD for material: 501st_fabric
Processing LOD for material: 501st_body
Processing LOD for material: 501st_body
Processing LOD for material: 501st_body_airborne
Processing LOD for material: 501st_body
Processing LOD for material: 501st_body_airborne
Processing LOD for material: 2nd_helmet
Processing LOD for material: 501st_face
Processing LOD for material: 501st_eyes
Processing LOD for material: 501st_teeth
Processing LOD for material: 501st_specialist
Processing LOD for material: 501st_specialist
Processing LOD for material: 501st_specialist
Processing LOD for material: 501st_specialist
Processing LOD for material: 501st_heavy
Processing LOD for material: 501st_specialist
Processing LOD for material: arc_ct_gear
Processing LOD for material: 501st_grey_pauldron
Processing LOD for material: 501st_ganch_pauldron
Processing LOD for material: 501st_heavy
Processing LOD for material: fordo_heavy
Processing LOD for material: fordo_pauldron
Processing LOD for material: 501st_gunstrap
Processing LOD for material: 501st_suspenders
Processing LOD for material: 501st_heavy
Processing LOD for material: 501st_rex_pauldron
Processing LOD for material: 501st_heavy
Processing LOD for material: tag_antenna
Processing LOD for material: 501st_gear
Processing LOD for material: 501st_gear
Processing LOD for material: leg_holsters
Processing LOD for material: dc-17-pistol
Processing LOD for material: leg_holsters
Processing LOD for material: dc-17-pistol
Processing LOD for material: rex_rangefinder
Processing LOD for material: rex_rangefinder
Processing LOD for material: arc_ct_jetpack
Processing LOD for material: 501st_heavy
Processing LOD for material: 501st_heavy
Processing LOD for material: 501st_heavy
Processing LOD for material: 501st_specialist
Processing LOD for material: tag_antenna
Processing LOD for material: 501st_gear
Processing LOD for material: rank_tab
Processing jointed collision model
ValveBiped.Bip01_Pelvis (122 verts, 1 convex elements) volume: 486.60
ValveBiped.Bip01_L_Thigh (119 verts, 1 convex elements) volume: 481.93
ValveBiped.Bip01_L_Calf (116 verts, 1 convex elements) volume: 365.51
ValveBiped.Bip01_L_Foot ( 96 verts, 1 convex elements) volume: 80.63
ValveBiped.Bip01_L_Toe0 ( 40 verts, 1 convex elements) volume: 22.30
ValveBiped.Bip01_R_Thigh (119 verts, 1 convex elements) volume: 481.94
ValveBiped.Bip01_R_Calf (116 verts, 1 convex elements) volume: 365.53
ValveBiped.Bip01_R_Foot ( 96 verts, 1 convex elements) volume: 80.63
ValveBiped.Bip01_R_Toe0 ( 40 verts, 1 convex elements) volume: 22.31
ValveBiped.Bip01_Spine (118 verts, 1 convex elements) volume: 224.42
ValveBiped.Bip01_Spine2 (129 verts, 1 convex elements) volume: 688.70
ValveBiped.Bip01_Neck1 ( 68 verts, 1 convex elements) volume: 47.88
ValveBiped.Bip01_Head1 (121 verts, 1 convex elements) volume: 373.63
ValveBiped.Bip01_R_Clavicle ( 90 verts, 1 convex elements) volume: 73.43
ValveBiped.Bip01_R_UpperArm ( 92 verts, 1 convex elements) volume: 96.22
ValveBiped.Bip01_R_Forearm ( 70 verts, 1 convex elements) volume: 70.99
ValveBiped.Bip01_R_Hand ( 48 verts, 1 convex elements) volume: 27.69
ValveBiped.Bip01_L_Clavicle ( 89 verts, 1 convex elements) volume: 74.11
ValveBiped.Bip01_L_UpperArm ( 92 verts, 1 convex elements) volume: 96.22
ValveBiped.Bip01_L_Forearm ( 70 verts, 1 convex elements) volume: 70.99
ValveBiped.Bip01_L_Hand ( 48 verts, 1 convex elements) volume: 27.69
Collision model completed.
---------------------
writing C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\models/starwars\grady\212th_airborne\212th_airborne2_parjai.mdl:
bones 27764 bytes (98)
animation x y ips angle
@ragdoll 0.00 0.00 : 0.00 ( 0.00) 7.2
animations 7464 bytes (1 anims) (217 frames) [0:07]
sequences 608 bytes (1 seq)
ik/pose 8104 bytes
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
textures 1660 bytes
keyvalues 20 bytes
bone transforms 13392 bytes
bone flex driver 0 bytes
Collision model volume 4259.36 in^3
collision 0 bytes
total 67220
---------------------
writing C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\models/starwars\grady\212th_airborne\212th_airborne2_parjai.vvd:
vertices 613248 bytes (12776 vertices)
vertices 360096 bytes (7502 vertices)
vertices 379488 bytes (7906 vertices)
vertices 267312 bytes (5569 vertices)
vertices 283296 bytes (5902 vertices)
vertices 99648 bytes (2076 vertices)
vertices 100080 bytes (2085 vertices)
vertices 103920 bytes (2165 vertices)
vertices 302448 bytes (6301 vertices)
vertices 110112 bytes (2294 vertices)
vertices 47616 bytes (992 vertices)
vertices 89184 bytes (1858 vertices)
vertices 255744 bytes (5328 vertices)
vertices 230784 bytes (4808 vertices)
vertices 22320 bytes (465 vertices)
vertices 30720 bytes (640 vertices)
vertices 58848 bytes (1226 vertices)
vertices 184416 bytes (3842 vertices)
vertices 18336 bytes (382 vertices)
vertices 45984 bytes (958 vertices)
vertices 22992 bytes (479 vertices)
vertices 129696 bytes (2702 vertices)
vertices 64848 bytes (1351 vertices)
vertices 15168 bytes (316 vertices)
vertices 15168 bytes (316 vertices)
vertices 277968 bytes (5791 vertices)
vertices 73008 bytes (1521 vertices)
vertices 116496 bytes (2427 vertices)
vertices 237792 bytes (4954 vertices)
vertices 28704 bytes (598 vertices)
vertices 18336 bytes (382 vertices)
vertices 106176 bytes (2212 vertices)
vertices 31920 bytes (665 vertices)
tangents 204416 bytes (12776 vertices)
tangents 120032 bytes (7502 vertices)
tangents 126496 bytes (7906 vertices)
tangents 89104 bytes (5569 vertices)
tangents 94432 bytes (5902 vertices)
tangents 33216 bytes (2076 vertices)
tangents 33360 bytes (2085 vertices)
tangents 34640 bytes (2165 vertices)
tangents 100816 bytes (6301 vertices)
tangents 36704 bytes (2294 vertices)
tangents 15872 bytes (992 vertices)
tangents 29728 bytes (1858 vertices)
tangents 85248 bytes (5328 vertices)
tangents 76928 bytes (4808 vertices)
tangents 7440 bytes (465 vertices)
tangents 10240 bytes (640 vertices)
tangents 19616 bytes (1226 vertices)
tangents 61472 bytes (3842 vertices)
tangents 6112 bytes (382 vertices)
tangents 15328 bytes (958 vertices)
tangents 7664 bytes (479 vertices)
tangents 43232 bytes (2702 vertices)
tangents 21616 bytes (1351 vertices)
tangents 5056 bytes (316 vertices)
tangents 5056 bytes (316 vertices)
tangents 92656 bytes (5791 vertices)
tangents 24336 bytes (1521 vertices)
tangents 38832 bytes (2427 vertices)
tangents 79264 bytes (4954 vertices)
tangents 9568 bytes (598 vertices)
tangents 6112 bytes (382 vertices)
tangents 35392 bytes (2212 vertices)
tangents 10640 bytes (665 vertices)
total 6322560 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\models/starwars\grady\212th_airborne\212th_airborne2_parjai.sw.vtx":
body parts: 152 bytes
models: 1000 bytes
model LODs: 600 bytes
meshes: 405 bytes
strip groups: 1125 bytes
strips: 1215 bytes
verts: 889101 bytes
indices: 711858 bytes
bone changes: 8 bytes
everything: 1604900 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\models/starwars\grady\212th_airborne\212th_airborne2_parjai.dx80.vtx":
body parts: 152 bytes
models: 1000 bytes
model LODs: 600 bytes
meshes: 405 bytes
strip groups: 1125 bytes
strips: 1404 bytes
verts: 893043 bytes
indices: 711858 bytes
bone changes: 2400 bytes
everything: 1611423 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\models/starwars\grady\212th_airborne\212th_airborne2_parjai.dx90.vtx":
body parts: 152 bytes
models: 1000 bytes
model LODs: 600 bytes
meshes: 405 bytes
strip groups: 1125 bytes
strips: 1215 bytes
verts: 889101 bytes
indices: 711858 bytes
bone changes: 2024 bytes
everything: 1606916 bytes
ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
ERROR: Aborted Processing on 'starwars\grady\212th_airborne\212th_airborne2_parjai.mdl'
CROWBAR: Deleted empty temporary compile folder "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\models".
... Compiling "212th_airborne2_parjai.qc" finished. Check above for any errors.

... Compiling with Crowbar 0.72: "C:\Users\karlu\OneDrive\Desktop\tester\212th_airborne2_parjai.qc" finished.

Crowbar only writes one IK Link in QC

Crowbar is only writing one of the IK links in a chain, this isn't ideal obviously as it's supposed to be an actual chain of bones and not a single link.

Wine support (linux)

Are there any plans to officially support Linux?

(I would be happy to work on this, by the way).

Downloading several items from the Workshop causes friends to receive notification spam

Description

I was downloading a collection through Crowbar and by doing so, I had a few different friends message me to stop launching games

I had Hammer++ for CSGO open, which caused my Steam presence to display Counter-Strike: Global Offensive - SDK.

Crowbar set my presence to Garry's Mod, which then reverted to Source SDK before finally being set back to Counter-Strike: Global Offensive - SDK.

Images

image
image
image

[Request] Dropdownmenu for a paths

image
I would like to use different files to fast compile them to my destination folder, but sometimes qc files are spreaded around several folders. Or multiple files stored in same folder, that i need to re-drop to crowbar, sometimes it becomes a messy thing when its only one monitor and there is like 10+ windows opened on your screen
So i would like to choose files consistly in crowbar without alttab swapingto different windows
It also can be raleted to other crowbar tabs as well, but my main request is for compile and view tabs

Crowbar 0.74 decompiles with a $sequence event parameter that is too long for recompile

Crowbar version: 0.74

Game: Left 4 Dead 2

Operating System: Win10

Samples:
Day of Infamy - G43
Titanfall 2 - R-201 Carbine

Issues:
When I use these two weapons, the muzzle flash will appear at the map coordinate Vector(0, 0, 0), as shown in the picture, it can be seen near the generator on the map "c7m3_port".
20230614120557_1

So I decompiled "v_rifle.mdl" and "v_huntingrifle.mdl", and found that some parameters are incomplete:
v_rifle.qc: { event AE_CL_CREATE_PARTICLE_EFFECT 0 "weapon_muzzle_flash_huntingrifle_FP_cheap follow_attachment muzz" }
v_huntingrifle.qc: { event AE_CL_CREATE_PARTICLE_EFFECT 0 "weapon_muzzle_flash_huntingrifle_FP follow_attachment muzzle_fla" }
The last parameter should be "muzzle_flash", I modified it and compiled. Start the game, but the problem not solved. And i decompile again, the parameters are still been cut off.
It looks like parameters are limited to 64 characters. if i replace "weapon_muzzle_flash_huntingrifle_FP" with "weapon_muzzle_flash_smg_FP" to shorten the parameter length, the problem no longer occurs.

No refrence .smd file even if the check box is selected. (Source Issue)

My Issue is weird. It only happens when i try do de compile a model from the Source engine.
I've look on the internet to find any solutions but all where unanswered. I'm basically trying to get the Black Mesa Tau cannon reference model. My settings are the default so it shouldn't be my mistake. The same thing happened with HL:S HL2 and BL as i said.

Any help would be greatly appreciated!

Requesting Gmod 64 bit gmad.exe and gmpublish.exe support :)

Hi there!
First of all, I love your Crowbar tool and I think it really changes the game when it comes to making things for various Steam games including Gmod!

I'd like to request support for the 64-bit versions of gmad.exe and gmpublish.exe.

In Garry's Mod, for example, the two 64-bit tools are located in the win64 subfolder of the bin folder.

The regular 32-bit tools located in the bin folder are very slow and take forever; they also don't like large addons.

It would be awesome if you could do one of the following:
a) Select the version of gmad.exe and gmpublish.exe; I know that you can select gmad.exe in "Set Up Games" but that doesn't change anything when it comes to publishing because it still runs the 32-bit version under bin.
b) Automatically detect if the win64 folder is available and use those gmad.exe and gmpublish.exe tools in there. (would be significantly easier to implement than Option A).

Thanks and nice work!

[Jabroni Brawl: Episode 3] QC Input Error

Currently, Crowbar is unable to compile models using Jabroni Brawl: Episode 3's Compile Tools due to its version of StudioMDL searching for the inputted QC in the game's root folder.

According to developer Zero on Discord:
"It's looking for the files in the root directory because crowbar gives studiomdl just the name of the file without a relative path to it. All jb's tools look for the files relative to the root folder."

When attempting to compile a model using JB3's tools currently, you receive this error:
image

This issue is currently mitigated by either dragging the QC and associated files to JB3's root folder and then compiling or just using a different Source Engine game's compile tools.

Decompile thing you mentioned in a steam forum post

https://steamcommunity.com/groups/CrowbarTool/discussions/1/3273561484343882298/

In this forum post you mentioned that because of there being spaces, the qc and other parts fail to compile and that the decompile should get rid of the spaces in flexes, I think I'm having the same problem with one of my models and I want to know if you've been able to fix the spaces not being gotten rid of yet?

I was going to try and do what you said to do but there's just waaay too many flexes to edit all the spaces out, it'd take hours.

CSGO not closing if you run the game throughout View tab.

Hi there.
for some reason, after you quit csgo, the game itself didn't close it properly which making it impossible to relaunch the game up again.

the only way to close is that you needs to quit the game then close the tool and relaunch it again or using task manager to force close csgo.

Mesh problem?

See picture. Before is shipped model. After is decompile/compile.

mesh_problem

Entity is fizzler_dynamic (models/props in portal2 VPK) but also occurs with fizzler model.
The x/y/z has also changed (z goes from 128.5 to 128.0)

Steps to reproduce : simply decompile/compile.
And yes, i did use the Portal 2 model compiler :-)

NOTE : if you also import the anims-folder then it really looks weird in blender :-)

Requesting support for the second UV channel from CSGO FBX mdls (feature request)

Since the Nuke update a few years back, CSGO has had the ability to compile FBX models using a second UV channel.

Unfortunately decompilation only decompiles to SMD which does not support a second UV channel.
Would be fantastic if there was an option to decompile back to FBX, or to possibly select which UV channel to preserve when decompiling to SMD.

Thanks for the great work!

Weird order of actions in "Download" section

Version of Crowbar: 0.63

Now, I'm not sure what goes wrong with this, but I find it that this is not how it (probably) should work.
If GMod's addon is downloaded while "Convert to expected file or folder" is on, this happens...

Getting item content download link.
Item content download link found. Downloading file via web.
Downloading workshop item as: "F:\ProjectAlivefromashes\WorkOnConversionOfRagdollBase\Crowbar_decompiler\crowbar_downloads\Saurina_Wolf_Mollendorf_pony_OC_1566827563_2534032951_2019-08-26-2053.gma"
Download complete.
Downloaded file: "F:\ProjectAlivefromashes\WorkOnConversionOfRagdollBase\Crowbar_decompiler\crowbar_downloads\Saurina_Wolf_Mollendorf_pony_OC_1566827563_2534032951_2019-08-26-2053.gma"
Decompressing downloaded Garry's Mod workshop file into a GMA file.
Decompress done.
Deleted: "F:\ProjectAlivefromashes\WorkOnConversionOfRagdollBase\Crowbar_decompiler\crowbar_downloads\Saurina_Wolf_Mollendorf_pony_OC_1566827563_2534032951_2019-08-26-2053.gma"
Final file: "F:\ProjectAlivefromashes\WorkOnConversionOfRagdollBase\Crowbar_decompiler\crowbar_downloads\Saurina_Wolf_Mollendorf_pony_OC_1566827563_2534032951_2019-08-26-2053.gma"

Imgur
Upon checking the folder, I find that nothing changed, as the file that I was trying to get gets deleted in "cleanup" of the pre-conversion file.

If I do the same without that checkbox, though...

Getting item content download link.
Item content download link found. Downloading file via web.
Downloading workshop item as: "F:\ProjectAlivefromashes\WorkOnConversionOfRagdollBase\Crowbar_decompiler\crowbar_downloads\Saurina_Wolf_Mollendorf_pony_OC_1845972359_2019-08-26-2053.gma"
Download complete.
Downloaded file: "F:\ProjectAlivefromashes\WorkOnConversionOfRagdollBase\Crowbar_decompiler\crowbar_downloads\Saurina_Wolf_Mollendorf_pony_OC_1845972359_2019-08-26-2053.gma"

Imgur
Now it doesn't deletes the file, but without conversion, it's not useful, as now none of the GMA unpackers (including even Crowbar's own) can't see/do anything with it.

I'm not rushing at all, but I'd be thankful if it could be resolved.
Thanks for the program, though. :D

"studiomdl.exe not found" error when attempting to compile Garry's Mod model

I got an error while trying to compile a Garry's Mod model which said that Crowbar couldn't find studiomdl.exe, but I checked, and studiomdl.exe was located in the exact folder it was searching for.
It also said gameinfo.txt was also missing, but I know for sure that it isn't without even having to check.

Download error

I'm trying to download an addon and an error appears
addon - https://steamcommunity.com/sharedfiles/filedetails/?id=2840902267

################################################################################
###### 2022-08-02 15:12:04   Crowbar 0.71

=== Steps to reproduce the error ===
[Describe the last few tasks you did in Crowbar before the error occurred.]

=== What you expected to see ===
[Explain what you expected Crowbar to do.]

=== Context info ===


=== Exception error description ===
Не удалось завершить операцию с некоторыми файлами и каталогами. Дополнительные сведения см. в свойстве Data исключения.

=== Call stack ===
   в Microsoft.VisualBasic.FileIO.FileSystem.FxCopyOrMoveDirectory(CopyOrMove operation, String sourceDirectoryPath, String targetDirectoryPath, Boolean overwrite)
   в Microsoft.VisualBasic.FileIO.FileSystem.CopyOrMoveDirectory(CopyOrMove operation, String sourceDirectoryName, String destinationDirectoryName, Boolean overwrite, UIOptionInternal showUI, UICancelOption onUserCancel)
   в Microsoft.VisualBasic.MyServices.FileSystemProxy.MoveDirectory(String sourceDirectoryName, String destinationDirectoryName)
   в Crowbar.DownloadUserControl.DownloadItem_RunWorkerCompleted(Object sender, RunWorkerCompletedEventArgs e)
   в Crowbar.BackgroundWorkerEx.BWE_RunWorkerCompleted(Object sender, RunWorkerCompletedEventArgs e)
   в System.ComponentModel.BackgroundWorker.OnRunWorkerCompleted(RunWorkerCompletedEventArgs e)
   в System.ComponentModel.BackgroundWorker.AsyncOperationCompleted(Object arg)

linux?

please, doesn't work well under wine

Another weird physics issue

Model : item_dropper_128 (props_ingame in portal2_dlc2 VPK)

BEFORE : decompile
AFTER : rename - compile - decompile

I like my cubes to drop from above the dropper model instead of spawning them in plain sight in the dropper.
No problem with the ingame model. Iris opens, cube spawns and drops all the way down.
You can see from the physics model that this poses no issues.

image

Then i rename the model (item_dropperxx_128) and compile and try to use it ingame.

image

You can see from the (decompiled) item_dropperxx_128 model that NOW i have a problem.

Clearly the cube cant fall through the dropper any longer. It stays on the top.
Workaround is to make the model non-solid, create a func_clip_vphysics and use triggers to disable/enable in order to mimic solidity of the dropper.

And there is some weird stuff in the QC when decompiling.

This is after decompiling the item_dropper_128 👍

image

Although it is possible that this is the name Valve used it seems a bit sus :-)

And then this after renaming the model (item_dropperxx_128), then compile and decompile.

image

Now i know there is something not right...

C# & .NET 6

I started my own fork to migrate to C# and .NET 6, but I want to know if there is any plan to port to .NET 6 and migrate to C# for better support and community help, VB.NET is hard to maintaining at the present.

For linux?

Hi
How can i use it in Unix OS, like Debian?

Recompiling models for Titanfall 2

I know Titanfall 2 doesn't ship with a studiomdl.exe but is there any chance you would be able to add support for compiling without it, or is it a necessary step?

Decompiles seem to fail on large animation counts

There seems to be a regression on decompiles, as of 0.68, some QC files will be cut, I've tested with 0.62 and it works fine there.

The log looks fine on newer versions but the file is cut, I'm only getting 16KB/331 lines of data for a file that used to be 526KB/12026 lines.

The file I'm testing this on is animset_t.mdl from CS:GO located in models/player/custom_player/

It cuts near the end of one of the weightlists and seems to have doubled the last entry.

$weightlist "weights_strafe" {
	 "pelvis" 0.8
	 "lean_root" 0
	 "cam_driver" 0
         ...
	 "leg_upper_R_TWIST" 1
	 "leg_upper_R_TWIST1" 1
	 "lfoot_lock" 1
	 "rfoot_lock" 1
	 "lh_ik_driver" 0
	 "ValveBiped.weapon_bone" 0
	 "ValveBiped.weapon_bone" 0

I'm using an older version for now, but this only seems to affect models with a lot of animations, I didn't had issues with it on other models.

Multi-Language Support

I made a Chinese Translation for Crowbar 0.71, now it's update to 0.72 and I need to remake the translation again, can U add a option to change language, if you don't have time, can you tell me how to do it? If there's no chance to make it come true, just forget what i said.

Compiling screws up my game files.

Despite both my input and output folders being in a different directory, Crowbar is going into my game directory's files and deleting/moving the model files from the game entirely when I compile. Why? How do I get it to not do that?
image

(Feature Request) Utilizing a third-party decompiler

Hello, I am not all that well versed in how to utilize Github since I'm a modeller, but just wanted to request a feature for Crowbar to be able to utilize a seperate decompiler, not the one from the program. Like how it works for the model compilers.

I use an old but serviceable decompiler for Goldsource that formats the .qc files in a nice way and it's something I've always been using and having Crowbar act as a front-end interface for it would be neat.

Here's the decompiler in question: https://www.moddb.com/mods/goldsource-data-base/downloads/mdl-decompiler-12-goldsource

Incorrect decompilation of the physics model for props from Half-Life 2 beta.

For some unknow reason Crowbar does not correctly decompile physics model for props from Half-Life 2 Beta.
For example, when decompiling the props_c17\barrel01a.mdl model, smd file for the physical model is created, but it contains only a static bone in the center, and there is no physics mesh itself.
However, if decompile the Alyx model, then the physics mesh is present in the smd file of the physics model.

Decompiling writes incorrect IK data

Steps to reproduce:

  • Decompile any animation model with IK (I chose police_animations)
  • Recompile

Legs are fine but left hand gets broken
I saw it's a known issue in Steam group but maybe something can be done about default HL2 models

Before and after:
image
image
image
image

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