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Old 08-09-2012, 03:45 PM  
Blobolob
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As far as I can see everything needed is now working, it has a basic collision mesh and texture. I've zipped the files with the correct directory path, so hopefully merging this with your tf folder should put the files in the right place.

Unless there's anything thats needed from the...
 
Last edited by Blobolob; 08-24-2012 at 01:10 PM. Reason: Yay
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Old 08-21-2012, 07:25 AM   #10
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Bit of an update, I started the export process from scratch, and noticed this.



So, am I right in saying the collision model is the physics box?

If so, it was definatly selected this time and on its physics layer, so I dont know why it wouldn't be exporting.

Any ideas?
 
Last edited by Blobolob; 08-21-2012 at 07:30 AM.
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Old 08-21-2012, 08:56 AM   #11
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Ok, I think I may be screwed :S

I found something about Prall not understand " " spaces in the directory paths and that it can cause issues. The bottom of this screenshot of script editor seems to agree, maybe. I have to say this stuff means basically nothing to me. Large blocks of text, especially ones which as far as I'm concerned arn't even english, are going to cause me grief.



I'm going to add my files onto a download link as a .zip (the texture and maya model), if anyone wouldn't mind having a go at compiling it for me, at least then I can eliminate my model as the cause of the issue. If I'm right about the directory spaces being an issue, then I basically need to reinstall everything I imagin. Unless some one knows a handy way of renaming c:\program files(86)\ directory?
 
Last edited by Blobolob; 08-21-2012 at 09:08 AM.
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Old 08-21-2012, 09:42 AM   #12
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If you're using windows 7 (Might work with XP, not sure) then there's things called junctions. They're similar to shortcuts, but behave as if they were a real folder.

To create the junction you can try the following:
  1. Open a command prompt window by typing "cmd" into the start menu search and hit enter
  2. Change directory(folder) to a suitable folder where you want the shortcut to be. For example to place it directly in your C drive just type
    Code:
    cd \
  3. Create the junction. Type
    Code:
    mklink /J program-files "C:\Program Files (x86)"
  4. You should now see a new shortcut named program-files in your C drive. If you double click on that you'll see the contents of your program files. When opening your file to compile open it from "C:\program-files\Steam\..." instead of "C:\Program Files (x86)\Steam\..."
If that fails you can just delete the junction just like deleting a shortcut, and no harm should be done. If any harm is done I take no responsibility for it, but I ran these commands myself and all seemed fine
 
Last edited by samp20; 08-21-2012 at 09:45 AM.
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Old 08-21-2012, 10:42 AM   #13
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I've managed to do as you sergested, and the new directory seems to be coming up with everything to do with Prall. Still no luck getting the physics model to export.

Infact I've taken a step back now, lost the texture.

Are the orange box tf2 studiomdl.exe and vtex.exe ok to use? or should I just stick with the HL2 ones and somehow move the model and texture over afterwards (how easy is it to move a prop from one game to another?)

I'm packing this in for the day, just going round in circles getting very frustrated.

I dont understand why the reference model will export but not the physics model. I've made a low poly physics box as like I've said, its insainly high poly count. I can't see anything wrong with the physics box but I cant think of much else, Prall is able to export the "reference" model so I dont see why it wouldn't be able to export the "physics", even with that command line space issue surely it wouldnt work atall if it was the problem.

Sorry to prattle on here, reserching a solution to this is proving pretty fruitless atm.

I might try exporting the reference layer as the physics as well, just incase it is something to do with the low poly physics box. I at least know that layer reference can escape maya but id rather not confine all the props i make to a map skybox.

Also found there was an updated version of Prall (bringing it to 2.6) im going to try get that working tomorrow, my attemts today haven't had much success.

Why can't this all be like playing with crayons or carboard boxes and sticky tape
 
Last edited by Blobolob; 08-21-2012 at 01:55 PM. Reason: extra ranting
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Old 08-24-2012, 11:55 AM   #14
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Parhaps a little explanation, It may not be the cart, but that little colourful box does have a collision mesh

Now I just need to follow the same path again for the cart .

For those who are interrested, this guide http://www.northcapestudios.com/blog/?p=45 seems to be pretty good. though, I couldnt get their texture method to work, so i used the direct vtex.exe method, seemed to work fine.
 
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Old 08-24-2012, 12:58 PM   #15
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I can't remember the last time I was this happy

I'll put the files up on here to replace the maya files asap, if you want to have a look.

Like I have said previously, the model is way to heavy poly wise to actually be used on a map.

Now time to make better lower poly versions
 
Last edited by Blobolob; 08-24-2012 at 01:11 PM.
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Old 08-24-2012, 03:24 PM   #16
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This high poly version would be great to use in Source Filmmaker, so thanks for making it

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Old 08-25-2012, 05:01 AM   #17
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Very nice! Congrats on getting it working properly.
 
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