got it!
Hawk's tutorial linked to that app you were stumped on acumen - Source MDL Texture info.
It saved the day!
For some reason, VTFEdit preserves the original name of the imagefile that it's translating. Since the VTF photoshop plugin doesn't work on the 64-bit version i run, i'm left with having to use VTFEdit.
I imported a an image into VTFEdit called "SR_Quickout" and exported it as "steamroller.vtf" After the compile it was looking for "SR_Quickout.vmt" which threw off the whole texture seeking process. ugh.
If you ever have a problem with textures, you can always open your .smd with a text editor and discover what texture name is being used by the smd. Your vtfs and vmts need to use this texture name, minus the suffix, the .jpg or .psd or .png .tga or whatever you're using. The 2nd thing you want to do is make sure your qc's material line points to the right place.
You also don't even need the sdk running to compile as far as I know. I believe most of my compiling is done that way. I think the only requirements are that you set the game and engine version and have steam running. Correct me on that if it's wrong.
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