Invisible Prop

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H

horza

hey all,

I am having a total nightmare trying to make custom props using 3ds max :(

I can create MDLs with out a problem and load them into Hammer, the problems come when trying to get the texture to show up.
Originally i had the pink checker patteren that is shown in http://tf2maps.net/showthread.php?t=194 and when viewing my custom texture using the texture browser it was also showing as pink checks.

However, using VTFedit to create my VMT i can now see my texture in the browser, but the model is invisible. Even once it's compiled it's invisible, i can walk on it; the correct sound plays, and shoot at it but can't see it :(
If i rename the VMT and restart Hammer the model appears but with the pink checks again. so i think the model is looking at the correct VMT file and my paths are correct.
I have used MDLTextureInfo to confirm paths and file name. the texture is just a light blue 512x512 image just as a test.
It doens't show in ModelViewer either, but i can see the wireframe and collision box.
The model has a UVWmap, set to Box, and looks fine when rendered in Max

any help appreciated, i can post more info if needed. I just can't work out where the problem is, vmt, vtf, qc or Max

thanks in advance

Horza
 
H

horza

thanks for the reply snipergen :)

here is my qc
Code:
$modelname "horza\hullblue.mdl"
$cdmaterials "models\horza\blue"

$scale  1
$surfaceprop "metal"

$staticprop


$body studio "hullblue"

$sequence idle "hullblue_idle" fps 1

$collisionmodel "hullblue_phys" {
    $concave
}

and the VMT (generated from VTFedit)

Code:
"LightmappedGeneric"
{
	"$basetexture" "models/horza/blue/blue"
	"$surfaceprop" "Metal"
}

current paths being used:
...Team fortress 2\tf\models\horza\hullblue.mdl
...Team fortress 2\tf\materials\models\horza\blue\blue.vmt & blue.vtf

MDLTextureInfo output:
Code:
GENERAL INFO
============
Model File: C:\Program Files\Steam\SteamApps\<steamID>\team f
\horza\hullblue.mdl
Internal Name: "horza\hullblue.mdl"
ID Tag: 1414743113
Version: 48
Length: 1720 bytes
CRC: 47C083D0
Number of Textures: 1
Number of Textures Paths: 1

TEXTURE NAMES
=============
Texture 1 - "blue.vmt"

TEXTURE FOLDER(S)
=================
Texture path 1 - "<Mod Folder>\materials\models\horza\blue\"

thanks for your help

Horza
 
H

horza

Hey,
i've notive this error in the tf2 console when running the map with the prop in....

"Material models/horza/blue/blue does not support vertex format used by the mesh (maybe missing fields or mismatched vertex compression?), mesh will not be rendered. Grab a programmer!"

can't find any reference to this error using google.
I thought maybe it's didn't like the UVW Map modifier i'd used in Max so i've now done a full UVW Unwrap, but get the same error.

anyone had this error before?

cheers

Horza
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
I dont, know, maybe try what i have but change the logical paths and names?

I have 1 map where i put all custom models in, i call it custom

QC in D:\Steam\steamapps\snipergen\sourcesdk_content\cstrike\modelsrc\custom
also i have my smds there.
// Output .MDL
$modelname custom/gatherers_garden.mdl


$cdmaterials models/custom

$staticprop

$surfaceprop "metal"

$scale 0.45

$body studio "gatherers_garden_ref"

$sequence idle "gatherers_garden_idle" fps 15

$collisionmodel "gatherers_garden_phys"
{

$Mass 100
$concave
}

VTFD:\Steam\steamapps\snipergen\counter-strike source\cstrike\materials


VMT
D:\Steam\steamapps\snipergen\counter-strike source\cstrike\materials\models\custom
"VertexLitGeneric"
{
"$basetexture" "gatherers_garden_diffuse" //that is where i called my vtf without the ".vtf", delete this comment plz in your vmt
"model" 1
"$envmapmode" 1
}

What gives me this:

ggdqp6.jpg
 
H

horza

thanks for the reply snipergen but the main issue turned out to be the VTF

I am now using "VertexLitGeneric" in the VMT and when saving the VTF as BGRA8888 format i uncheck the Vertex Texture option that the photoshop plugin set by default.
I've resave my other vfts and they now work too

i tried "$model" 1, thought that was going to be it when i saw it on the Valve pages, but it doesn't seem to make any difference. I removed it now and the texture still works.

thanks

Horza