Assistance bitte! (with model skins)

Feb 18, 2009
640
629
As many of you know, I edit valve models (many valve models), but currently in need of someone with more experience in modelling for source. Compiling to be precise.
A number of models I have been working on have not worked because of multiple skins not working. Everything is in order, I use an edited qc taken from whatever mdldecompiler spits out, and the model compiles (using GUIstudioMDL 2.2 and studiomdl) perfectly, save for the skins not working. I've tried changing the syntax to that on the vdc, as the current one jumps lines before closing the curly brackets, but that resulted in an error (I can't remember it, might try again to see if there is another problem lurking).

Help greatly appreciated.

Danke schön
 

Sel

Banned
Feb 18, 2009
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2,570
are u german?

What kind of a useless response is that? Christ.

This is what I used for the Ticonderoga way back, which worked just fine.

$texturegroup skinfamilies
{
{ "hull" }
{ "hull_blu" }
}

But that's what you have in your article anyway. So common mistakes, uh.

Are your skins in tf/materials/models etc?

If you open your SMD in notepad do you see the proper material names in the file?

Do your texture group names correspond to the correct materials?
 
Feb 18, 2009
640
629
Are your skins in tf/materials/models etc?

If you open your SMD in notepad do you see the proper material names in the file?

Do your texture group names correspond to the correct materials?

1) they are in gcf
2) where abouts in the smd do I find that, and can it be edited in the smd directly (eg without importing to blender/3ds and exporting back)
3) yes (skin 0 and 1 are the same, but I checked the original model and it has the same)

EDIT: do you use tabs or spaces? I know that matters in python script, but I didn't think it mattered in qc files. Worth a shot though.

and
As Selentic said: that wasn't helpful. And by the way he's quoting the Medic, who is German.
that.
 
Last edited:

Sel

Banned
Feb 18, 2009
1,239
2,570
2) where abouts in the smd do I find that, and can it be edited in the smd directly (eg without importing to blender/3ds and exporting back)
3) yes (skin 0 and 1 are the same, but I checked the original model and it has the same)

EDIT: do you use tabs or spaces? I know that matters in python script, but I didn't think it mattered in qc files. Worth a shot though.

and

that.

Code:
version 1
nodes
  0 "Low Poly Hull"  -1
end
skeleton
time 0
  0 -2952.298584 8584.171875 0.000000 0.000000 -0.000000 0.000000
end
triangles
Hull.vtf
  0 0.000244 -1366.295898 63.530670 -0.000000 -0.892068 -0.451900 0.981264 0.118465 1 0 1.000000
  0 -33.553467 -1332.003906 58.036407 -0.728100 -0.602499 -0.326903 0.976373 0.118550 1 0 1.000000
  0 -5.710938 -1038.031250 -431.810181 -0.507973 -0.735738 -0.447944 0.946870 0.062237 1 0 1.000000
Hull.vtf
  0 -5.710938 -1038.031250 -431.810181 -0.507973 -0.735738 -0.447944 0.946870 0.062237 1 0 1.000000
  0 -33.553467 -1332.003906 58.036407 -0.728100 -0.602499 -0.326903 0.976373 0.118550 1 0 1.000000
  0 -156.215088 -1133.757813 43.946884 -0.847356 -0.465339 -0.255825 0.950907 0.118601 1 0 1.000000

Hull.vtf being the bitmap obviously, the bitmap name can be edited in the smd just by find & replacing it with what you want.

And this is what the whole QC looked like.

Code:
$modelname "props_ticonderoga/ticonderoga_sky_hull.mdl"

$cdmaterials "models/props_ticonderoga/"

$scale 0.0625
$surfaceprop "Metal"

$body "Body" "ticonderoga_sky_hull"

$sequence "idle" "ticonderoga_sky_idle" fps 30

$texturegroup skinfamilies
{
    { "hull" }
    { "hull_blu" }
}


$staticprop

Admittedly, I'm really not an expert on this stuff, hope it helps though.
 
Feb 18, 2009
640
629
Nothing seems to be working. The .smd read .bmp, didn't think that would affect it, but changed it to .vtf. I made a striped down version of the qc, but that doesn't work either.

Here is the original qc, having been added what I needed (collisions, with layout copied from another valve model decompile)
Code:
$cd "C:\Users\John\Desktop\model decompile\decompiled\cliff_wall_"
$modelname "props_forest\cliff_wall_01_wcollision.mdl"
$body "body" "cliff_wall_01_reference.smd"
$cdmaterials "models\props_forest\"
$texturegroup skinfamilies
{
	{"cliff_wall_01.vmt"
}
 	{"cliff_wall_01.vmt"
}
 	{"cliff_wall_01_snow.vmt"
}
 }
$hboxset "default"
$hbox 0 "static_prop" -241.375  -602.743  -415.886  309.859  571.396  517.635
// Model uses material "cliff_wall_01.vmt"
// Model uses material "cliff_wall_01_snow.vmt"
$surfaceprop "stone"
$illumposition 34.242 -15.673 50.874
$sequence idle "idle" fps 30.00
$collisionmodel "cliff_wall_01_phy.smd" {

	$concave
	$mass 1.0
	$inertia 1.00
	$damping 0.00
	$rotdamping 0.00
}

And here is the reduced one, using yours as a reference:
Code:
$modelname "props_forest/cliff_wall_01_wcollision.mdl"
$body "body" "cliff_wall_01_reference.smd"
$cdmaterials "models\props_forest\"
$surfaceprop "stone"
$sequence idle "idle" fps 3.0
$texturegroup skinfamilies
{
	{ "cliff_wall_01.vmt" }
	{ "cliff_wall_01.vmt" }
	{ "cliff_wall_01_snow.vmt" }
}
$staticprop
$collisionmodel "cliff_wall_01_phy.smd"
{
	$concave
}

This one really has me stumped...
 
Last edited:
Feb 18, 2009
640
629
Wow, don't know what I did, but I got it working. Seems like the qc file that the decompiler spits out is corrupt or contains a bad command or something, as messing around with the one I created got it working fine. Thank you very much for showing me examples of what you do. I find observation and experiment better than discussion on these kinds of things.