Invisible Prop

Discussion in 'Mapping Questions & Discussion' started by horza, Jan 11, 2008.

  1. horza

    horza Guest

    Positive Ratings:
    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 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

  2. Snipergen

    Snipergen L13: Stunning Member

    Positive Ratings:
    probably your paths. Paste all you vmt and qc info here please.
  3. horza

    horza Guest

    Positive Ratings:
    thanks for the reply snipergen :)

    here is my qc
    $modelname "horza\hullblue.mdl"
    $cdmaterials "models\horza\blue"
    $scale  1
    $surfaceprop "metal"
    $body studio "hullblue"
    $sequence idle "hullblue_idle" fps 1
    $collisionmodel "hullblue_phys" {
    and the VMT (generated from VTFedit)

    	"$basetexture" "models/horza/blue/blue"
    	"$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:
    Model File: C:\Program Files\Steam\SteamApps\<steamID>\team f
    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 1 - "blue.vmt"
    Texture path 1 - "<Mod Folder>\materials\models\horza\blue\"
    thanks for your help

  4. horza

    horza Guest

    Positive Ratings:
    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?


  5. Snipergen

    Snipergen L13: Stunning Member

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

    D:\Steam\steamapps\snipergen\counter-strike source\cstrike\materials\models\custom
    What gives me this:

  6. horza

    horza Guest

    Positive Ratings:
    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.