test model (pink and black) need help

Discussion in 'Mapping Questions & Discussion' started by willy-wilson, Jul 5, 2009.

  1. willy-wilson

    willy-wilson L1: Registered

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    i just made a test model a box with normal map and color map the model compiled correctly and i think the .vtf's and .vmt are in the correct places but the model shows up pink and black in the model viewer. any help would be appreciated

    the .qc and .vmt are attached
     
  2. Octoplasma

    Octoplasma L1: Registered

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    Make sure the name of the texture you are using is the same as the name of the texture you applied to your mesh in your 3d modeling program.
     
  3. willy-wilson

    willy-wilson L1: Registered

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    it is... i am using maya just as a heads up
     
  4. Rexy

    aa Rexy The Kwisatz Haderach

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    Yes, usually when exporting to SMD's there's some sort of naming hierarchy used in the 3-D software that tells the model which texture to use when it moves onward on it's way to becoming a model. Try using consistent names throughout and see if you can get a successful result that way.
     
  5. willy-wilson

    willy-wilson L1: Registered

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    the texture applyed in maya are targas named the same exact thing
     
  6. SiniStarR

    SiniStarR L8: Fancy Shmancy Member

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    did you put your textures in your teamfortress2/tf/materials/(what you called the folder)?

    You ahve to do that manually
     
  7. willy-wilson

    willy-wilson L1: Registered

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    yes i did... i tried doing it automaticly but it didnt work so i did it manually i really cant figure out whats wrong
     
  8. TracerDX

    TracerDX L3: Member

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    The .qc file can be used to over ride the material name, just to be sure you got it all sync'd. In XSI, I found the name it used for the material not very intuitive. Unfortunately, I used a TGA in a completely different subdirectory than the model project and was unable to figure out how it was "translated" in the SMD. But since I was using multiple skins, that directive allowed me to explicitly define which vmts to use in the resulting model files. I'm pretty sure I read about a default qc material over-ride as well, for single texture models...