A couple of problems with my custom model

eyefork

L3: Member
Oct 27, 2008
130
186
1. Why is it enormous?! I'm assuming it's the scale value that I missed in the .qc file? Just wanting to confirm before I start messing around and get frustrated.

2. Where is the texture? It doesn't show up in Hammer or the compiled map. It is just a red 256x256 .vtf.

Here is my .qc file

$modelname "wineglass/wineglass_1.mdl"
$cdmaterials "wineglass/wineglass_1"
$scale 10
$surfaceprop metal
$staticprop
$body mybody "wineglass_1.smd"
$sequence idle "wineglass_1" fps 1

When compiling, my texture and .vmt were located in "C:\Program Files (x86)\Steam\steamapps\username\sourcesdk_content\tf\materialsrc\wineglass" as wineglass_1.vtf and .vmt

After compiling the model, I copied both files to "C:\Program Files (x86)\Steam\steamapps\username\team fortress 2\tf\materials\wineglass"

Am I missing something?

Also, an enjoyable picture of the catastrophe:
kothpartyintheusaa20000.jpg
 
Dec 25, 2007
566
439
1. Yes, "$scale 10" in your .qc means the model will be scaled to 10 times the normal size when loaded in game (normal size usually means 1 unit in your modelling program = 1 unit in hammer).

2. "$cdmaterials" is the directory for the model's materials, so you should be doing $cdmaterials "wineglass", as the wineglass_1 bit is the material file name.

Note that you ought to stick model materials under materials/models/<whatever>; it keeps them out of the way when browsing for textures in hammer.