u/JohnnyMethadony

Marker advice for the elderly

Hi, I recently got my grandpa to paint using water-based markers, and while he doesn't have much hand dexterity due to age and health issues, he really enjoys it. The problem is that regular-sized markers are hard for him to grasp, and they also run out way too soon because of how much he uses them. So I have to buy jumbo-sized ones, but all I find are bundles with lots of colors choices he then doesn't use because he gets overwhelmed, defaulting mainly to primary colors.

So my question is: is there any way/where that I can buy big water-based markers in bulk (small bulk) but with very limited colors, or some rechargeable option you can recommend?

Thanks in advance!

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u/JohnnyMethadony — 12 hours ago

Weird error compiling a model for SFM - Submodels clashing

Hi, I am trying porting an avatar model to SFM, setting some bodygroups for easy and fast outfit-swapping, and everything was going fine until I reached some especific models. I have compiled models for the Source Engine before (mainly TF2), but never making use of bodygroups or as complex as this one.

It's a bit messy to explain, but I'll try my best: Basically, if I inlude all the models I want in their respective bodygroups in the QC file, the compiling process breaks in one model. The error given is the "ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)", which can happen because of vertex having influence of more than 3 bones or excesive polycount of the model, for example, none of which are true for the models I am using for this project (I made sure).

The model in which the error occurs varies depending of the models included in the QC, but the weird part is that they are part of different bodygroups, and ON THEIR OWN each of them compile with no problem. So I am at a loss.

Here are some images that show what happens.

Images 1 - 2 show that the coats and the pants highlighted are incompatible, as the compiler throws the error.
Images 3 - 4 show that if only one of the coats (and yes, happens as well if the coat enabled to compile is the other one) is allowed to compile, then another model (blight_mask) causes the error.
Images 5 - 6 show that if both coats are omitted, the model compiles without problem.
Finally, images 7 - 8 show that if both coats are included, but the pants are omitted, the model also compiles without problem.

So, there is something in the models that makes them clash when compiled together, but supossedly it isn't the polycount, as they are part of different bodygroups. But it's been some time since the last time I worked with the Source Engine, and I don't fully know all its quirks.

Any help or insight is welcome, and sorry for the possibly confusing wall of text.

u/JohnnyMethadony — 4 days ago