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Problems compiling LOD models.

Hi,

For the past month, I've gotten into actual modeling and further into QC and smd compiling. For a while now, I've been having some issues compiling lod models for both my custom models, and recompiled models being recompiled.(only to change the materials and model location!)

However when I do this, in the model viewer when I change to the lod model, the model vanishes! Pretty sure my lod models are correct in position and QC.

I'm using Blender to model my models, and I first thought that I was not doing something when setting up a model. (like parenting the lod to the actual model, etc) But now seeing that decompiled assets do the same, I'm starting to wonder what is wrong.

Thanks.

:A Little Higher: :Tornate: :Blue Portals: :Vectronic: :Youtube: :Twitter: : ModDB: :Old Sig:

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Please post your QC code/LOD part.

Skotty wrote:
Please post your QC code/LOD part.

Right, I did not post it originally, because it worked with such things like propper.

Here is the Portal 1 door that I decompiled and only recompiled to change the paths.

Code: Select all
$cd "G:SourcePortal2modelsrcbp_props"
$modelname "bp_props/Door_01_lftDoor_reference.mdl"
$model "Body" "Door_01_lftDoor_reference.smd"
$lod 40
{
  replacemodel "Door_01_lftDoor_reference" "lod1_Door_01_lftDoor_reference"
}
$cdmaterials "modelsbp_props"
$hboxset "default"
// Model uses material "bp_door_off.vmt"
$surfaceprop "metal"
$illumposition -0.017 -28.427 50.575
$sequence idle "idle" fps 30.00
$texturegroup skinfamilies {
   { "bp_door_off" }
   { "bp_door_on" }
}

Does not matter what it's for, it should work with a decompiled model, no? Sorry I did not put this sooner. ><

:A Little Higher: :Tornate: :Blue Portals: :Vectronic: :Youtube: :Twitter: : ModDB: :Old Sig:

The more you give, the less appreciated it will be received.

That code is correct. Did you take a look into lod1_Door_01_lftDoor_reference to make sure it has textures?

Thanks Skotty. Apparently it turns out that my lod models textures were loading, but they were wrong. I was under the impression that if it loaded a invalid texture, I would have just got a lod with the error texture. My Portal door, I forgot to change Door_01 to bp_door_off, and with my custom models, Blender renamed the texture from mytexture.tga to mytexture.tga.003.

Thanks again for making me look at the material paths again as I kept thinking it was something with the model/qc. :thumbup:

:A Little Higher: :Tornate: :Blue Portals: :Vectronic: :Youtube: :Twitter: : ModDB: :Old Sig:

The more you give, the less appreciated it will be received.