model halp

T

The Asylum

so its like this:

I commissioned a model from a guy. I got an SMD model along with two SMD animations (idle and spin). I got the model to compile correctly with GUIStudio 2.2, but the spin animation doesn't spin.

Also, all the skins he gave me were in png format. I know there's more to skinning models than just running the image files though VTEX or VTFEdit.

Here's the current contents of my qc file:

Code:
$staticprop // This means it will be usable as a static prop

$modelname "props_meleefort\belt"  // this is where the model will be saved and under what name

$model "body" "belt.smd" // this is the .smd you exported earlier

$cdmaterials "models\props_meleefort\"  // this is the texture directiory, relative to materials/

$surfaceprop "plastic"  // what material it's made from (for footsteps, bullet decals)

$sequence idle "idle.smd" loop fps 10.00  // default animation (every model needs one)

$sequence spin "spin.smd" loop fps 10.00
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
I had the same problem when I did it with Blender, and I posted it here. It was never solved.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Assuming the textures were created properly in the modelling app, converting them to VTF should be all you need (aside from making a corresponding VMT, of course).
 
T

The Asylum

Textures still not working, wondering if I've got the right paths here:

tf\materials\models\props_meleefort\belt
skin0.vtf
skin0.vmt
skin1.vtf
skin1.vmt

The belt model itself (aptly named belt.mdl) is located in tf\models\props_meleefort
 
T

The Asylum

Still nothing

maybe it's the content of the vmt

"LightmappedGeneric"
{
"$basetexture" "models/props_meleefort/skin0"
}
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Your QC: no belt directory
Your VMT location: belt directory

Your VMT: no belt directory
Your VTF location: belt directory

These things should all be the same, not different.
 

Freyja

aa
Jul 31, 2009
2,994
5,813
Your textures are using the LightMappedGeneric shader. This is for lightmapped surfaces (ie, brushes, displacements)

Model textures should use the VertexLitGeneric shader.
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
i think it's because a staticprop can't have animations

I'll check later, but that might very well be the reason mine wasn't animated. Thanks in advance for highlighting such a stupid mistake on my part :p
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
OK So I just had the same problem with textures, and I'm going to explain it the best way I can in hopes someone can explain why this worked.

What I did was make sure the material I exported with the smd had the same exact name as the smd. I tried everything before that including changing the vtfs to match the name but nothing worked until I did that.

I'm almost sure the problem is with the exporting and not with you.

Also, it's important that if you have a collision mesh, you UV unwrap it (I also assigned the same material to the collision mesh).
PS. I use Blender.
 
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T

The Asylum

On the bright side, I finally got it to spin! Deleted $staticprop from the QC and compiled again. From it's description, I thought $staticprop made the model useable as a static prop, not that it actually made it a static prop
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
So if we have multiple skins, how would we deal with that?

Code:
$texturegroup skinfamilies
{
	{ "smallflower" }
	{ "smallflower1" }
	{ "smallflower2" }
	{ "smallflower3" }
	{ "smallflower4" }
}

That's code I used for my multiple skins. Those are the names of the materials.
 
T

The Asylum

So your texture files were named smallflower0.png, smallflower1.png (or tga, or whatever), etc, and they were automatically assigned skin0 and skin1 et al designations when you ran your QC?
 
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