Compile my Blender model w/ textures?

Discussion in 'Mapping Questions & Discussion' started by KubeKing, Mar 13, 2015.

  1. KubeKing

    Server Staff KubeKing dan's birthday was fun too

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    I'm sorry I've gotta do this, but...

    For the past couple of days, I've been trying to compile a model of a gas canister I made in Blender using the Blender Source Tools, for the upcoming Arctic Theme Pack. I thank everyone for their help so far in solving the issues that have come up, but this is just one final roadblock that I can't traverse over or around, even with the help I've gotten specifically for it.

    I've scoured the interwebs for solutions, yet I can not seem to compile my model with textures. The generic purple checkerboards show up on the model's surface. Here's a link to the files I've used, and if anything is missing, just post here what you need. I've purposely removed the folder directory paths in the .blend, so you're going to have to reroute them (not that you wouldn't have to anyway). Please do not look into the file information for my IRL name or personal info. Once you are done, please email the complete files to kubeking4556@gmail.com with any further instructions related to putting any needed files in their proper directories/folders. I want to sincerely thank you for taking time out of your day to what must be but an annoyance. I will try to credit those who help how I can (most likely through in the description of a download page for the model).

    One more note: I'm going to try to stop asking for such explicit help for these kinds of problems, so if you could, when you email me, could you provide more in-depth instructions relating to compiling the model with textures? I'll also use the updated .qc and .blend for future reference, so if you could include those as attached files, that would be sunglasses worthy. :thumbup1:

    Sincerely,

    KubeKing4556
    #arctichype


    P.S. Here's where that #arctichype comes from, in case you're wondering:
    Spread the word!

    And here's a rough compile of what the model should look like (this + phong shading):
    [​IMG]
     
    Last edited: Mar 13, 2015
  2. killohurtz

    aa killohurtz Distinction in Applied Carving

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    I'm by no means a model expert, but I've retextured Valve models before so I figured I'd give this a shot. Progress so far:

    [​IMG]

    A quick list of things I fixed to make that happen:
    • Changed the material shaders from LightmappedGeneric to VertexLitGeneric - former is meant for brush textures, latter is meant for model textures
    • Changed material names in your .smd file from Material.001, Metal, and Label to gascanister1, gascanister_tex1, and gascanister1_uv, respectively. These names should match those of your .vmts. Let me know if I got any of those mixed up, since I had to guess.

    I also noticed that you did not make a simplified collision model. The result was not pretty. Also explained why your .smd was 18,338 lines long.

    [​IMG][​IMG]

    Here's the compile log from Crowbar, if you wanna take a look at it.
    Code:
    // Created by Crowbar 0.24.0.0
    
    Compiling...
    
    all paths:c:\program files (x86)\steam\steamapps\common\team fortress 2\tf 
    [[I]and literally every tf directory, you don't need to see my disorganized mess[/I]]
    qdir:    "c:\dropbox\hammer\custom content\kubeking's gas canister\"
    gamedir: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\"
    g_path:  "gascanister1.qc"
    Building binary model files...
    Working on "gascanister1.qc"
    SMD MODEL gascanister1.smd
    WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
    WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
    WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
    WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
    WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
    WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
    WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
    WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
    WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
    WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
    WARNING: Error with convex elements of gascanister1.smd, building single convex!!!!
    Model has 15 convex sub-parts
    Collision model completed.
    ---------------------
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\models/props/gascanister1.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       204 bytes
    keyvalues        0 bytes
    bone transforms        0 bytes
    bone flex driver       0 bytes
    Collision model volume 152582.69 in^3
    collision        0 bytes
    total         2148
    ---------------------
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\models/props/gascanister1.vvd:
    vertices    179472 bytes (3739 vertices)
    tangents     59824 bytes (3739 vertices)
    total       239360 bytes
    ---------------------
    Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\models/props/gascanister1.sw.vtx":
    body parts:         8 bytes
    models:            20 bytes
    model LODs:        12 bytes
    meshes:            27 bytes
    strip groups:      75 bytes
    strips:            81 bytes
    verts:          33651 bytes
    indices:        27492 bytes
    bone changes:      32 bytes
    everything:     61422 bytes
    ---------------------
    Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\models/props/gascanister1.dx80.vtx":
    body parts:         8 bytes
    models:            20 bytes
    model LODs:        12 bytes
    meshes:            27 bytes
    strip groups:      75 bytes
    strips:            81 bytes
    verts:          33651 bytes
    indices:        27492 bytes
    bone changes:      32 bytes
    everything:     61422 bytes
    ---------------------
    Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\models/props/gascanister1.dx90.vtx":
    body parts:         8 bytes
    models:            20 bytes
    model LODs:        12 bytes
    meshes:            27 bytes
    strip groups:      75 bytes
    strips:            81 bytes
    verts:          33651 bytes
    indices:        27492 bytes
    bone changes:      32 bytes
    everything:     61422 bytes
    
    Completed "gascanister1.qc"
      -0.166143 -1.650936 0.000000
      -0.166143 -1.221698 0.000000
      -0.143653 -1.221698 0.000000
      -0.166143 -1.619428 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -0.166143 -1.650936 0.000000
      -0.166143 -1.221698 0.000000
      -0.143653 -1.221698 0.000000
      -0.166143 -1.619428 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -0.166143 -1.650936 0.000000
      -0.166143 -1.221698 0.000000
      -0.143653 -1.221698 0.000000
      -0.166143 -1.619428 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -0.079781 -0.054614 0.000000
      -0.034293 -0.109227 0.000000
      -0.079781 -0.109227 0.000000
      -0.079781 -0.000000 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -0.000000 -0.068449 0.000000
      -0.109227 -0.068449 0.000000
      -0.109227 -0.022870 0.000000
      -0.054614 -0.068449 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -0.000000 -0.068449 0.000000
      -0.109227 -0.068449 0.000000
      -0.109227 -0.022870 0.000000
      -0.054614 -0.068449 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -0.166143 -1.650936 0.000000
      -0.166143 -1.221698 0.000000
      -0.143653 -1.221698 0.000000
      -0.166143 -1.619428 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -0.166143 -1.650936 0.000000
      -0.166143 -1.221698 0.000000
      -0.143653 -1.221698 0.000000
      -0.166143 -1.619428 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -0.166143 -1.650936 0.000000
      -0.166143 -1.221698 0.000000
      -0.143653 -1.221698 0.000000
      -0.166143 -1.619428 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -0.079781 -0.054614 0.000000
      -0.034293 -0.109227 0.000000
      -0.079781 -0.109227 0.000000
      -0.079781 -0.000000 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -0.000000 -0.068449 0.000000
      -0.109227 -0.068449 0.000000
      -0.109227 -0.022870 0.000000
      -0.054614 -0.068449 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -0.000000 -0.068449 0.000000
      -0.109227 -0.068449 0.000000
      -0.109227 -0.022870 0.000000
      -0.054614 -0.068449 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
    
    ...Compiling finished. Check above for any errors.
    
    I'll continue working on this, but since my modeling knowledge is pretty limited, I don't know how much more help I can offer.
     
    • Thanks Thanks x 1
  3. KubeKing

    Server Staff KubeKing dan's birthday was fun too

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    The Material.001 is actually the black texture which I didn't make a separate texture for from Blender, and not gascanister1 (just ignore the gascanister1 texture, it's a failed attempt at a whole UV map). For a quick reference to which is which, you can visit the Materials tab in the Blender file itself. Metal corresponds to gascanister_tex1, and Label corresponds to gascanister1_uv.

    Thanks a great bunch for doing what you can. You are already sunglasses worthy! :thumbup1:
     
  4. Pocket

    aa Pocket func_croc

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    You should at least halve the radial polygon count while you're at it, or maybe even cut it down to a fourth if it still divides evenly.