Custom Model Problems

Discussion in 'Mapping Questions & Discussion' started by Artesia, Jan 22, 2009.

  1. Artesia

    Artesia L6: Sharp Member

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    Success! thank you everyone who answered my random questions in chat... I'll be posting a tutorial and template files for making your own CP icons in the next few days. So those of you who make your own company logos for your maps, can carry that over to your CP Icons.
    [​IMG]
     
    Last edited: Jan 23, 2009
  2. Zeewier

    Zeewier L9: Fashionable Member

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    details on what does not work pls :)

    (could be bad exporting, not naming the materials correctly within the smd, ect.)

    animation is added just like $sequence

    You must export the sequence of the bones (from your program) to use it (export)

    EDIT: I can't find the tutorial I used :\
     
    Last edited: Jan 22, 2009
  3. Artesia

    Artesia L6: Sharp Member

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    well its hard to tell you what's not working if I don't understand it. do I export the bones with the model? or as a seperate smd? How many smd files should I have, and what should their names be? of those SMDs which should contain all the animation frames? which ones just the first frame (reference or w/e) Thats probably the first step I need to figure out...
     
    Last edited: Jan 22, 2009
  4. Artesia

    Artesia L6: Sharp Member

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    alright I've gotten farther... I can see the model now, but It isn't spinning, and has purple/black missing texture patterns...

    The model should use bodygroups it is a Custom CP hologram, on the team_control_point there are fields for Red/Blu/Neutral model Bodygroups which should change the model.

    Here is my most recent QC file, it is a modified version of the decompiled QC from the default CP hologram. I've dept the reference smd names the same. But is this setup the correct way for bodygroups to work? idle.smd is the only smd with the bone's spinning animation exported. but like I said its not animating.

    Also I have no idea why the textures aren't loading, other than maybe it being a bodygroup problem, all the textures are in the correct folder as you can see below, and they load just fine in hammer...

    anyways, this is getting very annoying. damn valve.

    QC File:

    $cd "D :\Games\Steam\steamapps\username\team fortress 2\tf\materials\models\effects"
    $cdmaterials "models\effects\"
    $modelname "effects\cappoint_hologram_intel.mdl"
    $model "cappoint_1_bodygroup" "cappoint_hologram_neutral_reference.smd"
    //$model "cappoint_1_bodygroup" "Idle.smd"
    $model "cappoint_1_bodygroup" "cappoint_hologram_redteam_reference.smd"
    $model "cappoint_1_bodygroup" "cappoint_hologram_blueteam_reference.smd"
    $hboxset "default"
    // Model uses material "cappoint_logo_intel_neutral.vmt"
    // Model uses material "cappoint_beam_intel_neutral.vmt"
    // Model uses material "cappoint_logo_intel_neutral_dark.vmt"
    // Model uses material "cappoint_beam_red.vmt"
    // Model uses material "cappoint_logo_intel_red.vmt"
    // Model uses material "cappoint_logo_intel_red_dark.vmt"
    // Model uses material "cappoint_logo_intel_blue.vmt"
    // Model uses material "cappoint_beam_blue.vmt"
    // Model uses material "cappoint_logo_intel_blue_dark.vmt"
    $surfaceprop "default"
    $illumposition -0.000 0.000 96.434
    $sequence idle "Spinner.smd" loop ACT_IDLE 1 fps 4.00


    [​IMG]
     
    Last edited: Jan 22, 2009
  5. Artesia

    Artesia L6: Sharp Member

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    Ok, I've gotten my model working great in modelviewer and in hammer... but it won't show up in game... I need to do something to the QC file to fix it, I don't know what. this model will be used on a team_control_point not a prop_ so I won't have the standard prop_ settings and flags to fix it. Here's my current QC.

    QC:

    $cd "D :\Games\Steam\steamapps\acctname\team fortress 2\tf\materials\models\effects"
    $cdmaterials "models\effects\"
    $modelname "effects\cappoint_hologram_intel.mdl"
    $origin 0 0 -85
    $bodygroup studio
    {
    studio "cappoint_hologram_neutral_reference.smd"
    blank
    studio "cappoint_hologram_redteam_reference.smd"
    studio "cappoint_hologram_blueteam_reference.smd"
    }
    // Model uses material "cappoint_logo_intel_neutral.vmt"
    // Model uses material "cappoint_beam_intel_neutral.vmt"
    // Model uses material "cappoint_logo_intel_neutral_dark.vmt"
    // Model uses material "cappoint_beam_red.vmt"
    // Model uses material "cappoint_logo_intel_red.vmt"
    // Model uses material "cappoint_logo_intel_red_dark.vmt"
    // Model uses material "cappoint_logo_intel_blue.vmt"
    // Model uses material "cappoint_beam_blue.vmt"
    // Model uses material "cappoint_logo_intel_blue_dark.vmt"
    $surfaceprop "default"
    $illumposition -0.000 0.000 96.434
    $sequence "idle" "Spinner.smd" loop ACT_IDLE 1 fps 4.00


    console isn't saying anything about the model, or materials. I can't figure out why its not showing up. Anyone know what else I need to do to my QC to fix it?

    thanks
     
  6. Artesia

    Artesia L6: Sharp Member

    Messages:
    278
    Positive Ratings:
    72
    Success! thank you everyone who answered my random questions in chat... I'll be posting a tutorial and template files for making your own CP icons in the next few days. So those of you who make your own company logos for your maps, can carry that over to your CP Icons.
    [​IMG]