- Jan 1, 2016
- 9
- 0
I want to start utilizing models for the maps I make. For my first model, I just want to create a simple curved cylinder arch. Everything about the model itself is just fine - but its texture doesn't load. I've tried scouring forums for any solutions before posting here, but nothing has worked. I must be missing something...
The name of the prop is faultline_archway. So the mdl, smd, vmt, vtf, etc, are all named this but with their respective extensions.
The VMT and VTF are in this directory: ...tf/materials/models/custom/faultline/faultline_archway
The VMT itself is just bare bones - just to see if I could get it to work. All it says is:
"VertexLitGeneric"
{
"$basetexture" "models/custom/faultline/faultline_archway"
"$model" 1
}
Same path in the qc file.
No errors upon compiling the model in crowbar:
Compiling with Crowbar 0.34.0.0: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\models\custom\faultline_archway\faultline_archway.qc" ...
Compiling ".\faultline_archway.qc" ...
qdir: "c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\models\custom\faultline_archway\"
gamedir: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\"
g_path: "faultline_archway.qc"
Building binary model files...
Working on "faultline_archway.qc"
SMD MODEL faultline_archway.smd
SMD MODEL faultline_archway_idle.smd
---------------------
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\models/faultline_archway.mdl:
bones 964 bytes (1)
animation x y ips angle
@idle 0.00 0.00 : 1.#J ( 90.00) 0.0
animations 112 bytes (1 anims) (1 frames) [0:00]
sequences 220 bytes (1 seq)
ik/pose 164 bytes
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
textures 72 bytes
keyvalues 0 bytes
bone transforms 0 bytes
bone flex driver 0 bytes
collision 0 bytes
total 1772
---------------------
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\models/faultline_archway.vvd:
vertices 56064 bytes (1168 vertices)
tangents 18688 bytes (1168 vertices)
total 74816 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\models/faultline_archway.sw.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 9 bytes
strip groups: 25 bytes
strips: 27 bytes
verts: 10512 bytes
indices: 3624 bytes
bone changes: 16 bytes
everything: 14277 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\models/faultline_archway.dx80.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 9 bytes
strip groups: 25 bytes
strips: 27 bytes
verts: 10512 bytes
indices: 3624 bytes
bone changes: 16 bytes
everything: 14277 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\models/faultline_archway.dx90.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 9 bytes
strip groups: 25 bytes
strips: 27 bytes
verts: 10512 bytes
indices: 3624 bytes
bone changes: 16 bytes
everything: 14277 bytes
Completed "faultline_archway.qc"
... Compiling ".\faultline_archway.qc" finished. Check above for any errors.
... Compiling with Crowbar 0.34.0.0: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\models\custom\faultline_archway\faultline_archway.qc" finished.
Am I missing something from the vmt? Do I need to put the tga file somewhere in tf2's files? Did I mess up compiling the smd in blender? Did I mess up the file locations? No idea what I'm doing wrong, and I have no clue how to even look up what the problem might be. Help would be much appreciated!
The name of the prop is faultline_archway. So the mdl, smd, vmt, vtf, etc, are all named this but with their respective extensions.
The VMT and VTF are in this directory: ...tf/materials/models/custom/faultline/faultline_archway
The VMT itself is just bare bones - just to see if I could get it to work. All it says is:
"VertexLitGeneric"
{
"$basetexture" "models/custom/faultline/faultline_archway"
"$model" 1
}
Same path in the qc file.
No errors upon compiling the model in crowbar:
Compiling with Crowbar 0.34.0.0: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\models\custom\faultline_archway\faultline_archway.qc" ...
Compiling ".\faultline_archway.qc" ...
qdir: "c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\models\custom\faultline_archway\"
gamedir: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\"
g_path: "faultline_archway.qc"
Building binary model files...
Working on "faultline_archway.qc"
SMD MODEL faultline_archway.smd
SMD MODEL faultline_archway_idle.smd
---------------------
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\models/faultline_archway.mdl:
bones 964 bytes (1)
animation x y ips angle
@idle 0.00 0.00 : 1.#J ( 90.00) 0.0
animations 112 bytes (1 anims) (1 frames) [0:00]
sequences 220 bytes (1 seq)
ik/pose 164 bytes
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
textures 72 bytes
keyvalues 0 bytes
bone transforms 0 bytes
bone flex driver 0 bytes
collision 0 bytes
total 1772
---------------------
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\models/faultline_archway.vvd:
vertices 56064 bytes (1168 vertices)
tangents 18688 bytes (1168 vertices)
total 74816 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\models/faultline_archway.sw.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 9 bytes
strip groups: 25 bytes
strips: 27 bytes
verts: 10512 bytes
indices: 3624 bytes
bone changes: 16 bytes
everything: 14277 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\models/faultline_archway.dx80.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 9 bytes
strip groups: 25 bytes
strips: 27 bytes
verts: 10512 bytes
indices: 3624 bytes
bone changes: 16 bytes
everything: 14277 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\models/faultline_archway.dx90.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 9 bytes
strip groups: 25 bytes
strips: 27 bytes
verts: 10512 bytes
indices: 3624 bytes
bone changes: 16 bytes
everything: 14277 bytes
Completed "faultline_archway.qc"
... Compiling ".\faultline_archway.qc" finished. Check above for any errors.
... Compiling with Crowbar 0.34.0.0: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\models\custom\faultline_archway\faultline_archway.qc" finished.
Am I missing something from the vmt? Do I need to put the tga file somewhere in tf2's files? Did I mess up compiling the smd in blender? Did I mess up the file locations? No idea what I'm doing wrong, and I have no clue how to even look up what the problem might be. Help would be much appreciated!