Compiling models results in low resolution models

ThatOneShooter

L1: Registered
Nov 13, 2015
3
0
To cut down on the number of brushsides in my map, I've been turning some of my more complex brushwork into models. However, when I compile the model from the .smd and .qc files, the texture on the model is usually much lower resolution or looks completely broken compared to the texture on the brushwork.

Example: http://puu.sh/w5bVn/8784a6e740.png

The only things I'm changing between the VMF of the brushwork and that of the model are LightmappedGeneric --> VertexLitGeneric and removing any ssbump that might be applied to the texture.

Does anyone have any thoughts on what could be the issue?
 

B!scuit

L4: Comfortable Member
Aug 12, 2016
195
266
Looks like a UV unwrapping issue.

Turning brush textures into model textures is hard, so whatever your using to turn brushwork into models might not do that
I'd recommend doing some rough UV unwrapping on the .smd in whatever program you usually use for models
Plus maybe clean up any duplicate vertices and internal faces

Also what program(s) are you using to turn brushwork into .smds?
If I knew that I might be able to tell you if there's an option that might fix your problem
 

ThatOneShooter

L1: Registered
Nov 13, 2015
3
0
Turning brush textures into model textures is hard, so whatever your using to turn brushwork into models might not do that
I'd recommend doing some rough UV unwrapping on the .smd in whatever program you usually use for models
Plus maybe clean up any duplicate vertices and internal faces

Also what program(s) are you using to turn brushwork into .smds?
If I knew that I might be able to tell you if there's an option that might fix your problem

I'm designing the brushwork in Hammer and using the VMF to SMD program linked on the valve developer wiki here: https://developer.valvesoftware.com/wiki/VMF_to_SMD.

I'm using GUIStudioMDL to compile the texture from the SMD and a .qc file.

The SMD file generated looks like this: https://pastebin.com/xPukTPwM

The .qc file I'm using looks like this: http://puu.sh/w5v0D/5cfbd2143c.png

The VMT for the texture looks like this: http://puu.sh/w5v27/536cca9504.png (I've also tried compiling with the bumpmap line deleted but that didn't change anything.)

It doesn't change anything about the textures on its own so all I'm doing is extracting the VMT and VTF from the TF2 textures directory, opening up the VMT for each texture that goes on the model, changing LightmappedGeneric to VertexLitGeneric, and removing any ssbump as I've heard that doesn't work with models. Is there a guide anywhere on converting textures from brushwork to models?

Alternatively, are most of the brush textures available as model textures somewhere in the TF2 texture directory? I can just extract one of those and use it instead.
 

200

L2: Junior Member
Aug 11, 2013
54
79
Did you try Propper? It may be old and kinda annoying to install after the SteamPipe update, but it works like a charm for me.
 

ThatOneShooter

L1: Registered
Nov 13, 2015
3
0
You really just need to actually spend a minute with UV editing.

I don't know what that is or how to do it. Do you know of any good guides?

Did you try Propper? It may be old and kinda annoying to install after the SteamPipe update, but it works like a charm for me.

I used propper before the steampipe update but since then the only installation guide I've seen (Tophattwaffle's) said that I need to reinstall the SDK. I'm concerned about losing files if I uninstall the SDK and so I haven't done that. If my custom files are in my TF2 folder and not the SDK folder am I fine to reinstall it?
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
my advice would be to check out your model inside a 3d package to figure out what happened to the UV. My guess is that UV information is not being kept by VMF to SMD so you'd have to UV map by hand.

Or you know, you could just make the model from scratch. Over time, it gets easier than dealing with all these brush to smd 3rd party software. You just have to put in the time to learn it.