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{SOLVED} Importing new models

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Just decompile chell or a half life citizen and use that as a reference

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CamBen wrote:
Just decompile chell or a half life citizen and use that as a reference

decompiling?? that cant be as hard as compiling, right?

Default NPC height is 68 or 72 (player).

Don't try to decompile something with a ragdoll. It will usually go horribly wrong.

There's an early HL2 citizen in the Source SDK files.

Falsi sumus crusto!

Alright I have the right size for the model, however I have 2 small problem's 1 is that the limbs seem to be detached from the body; also I cant seem to get the texture to work, or to be more precise, how to make the model realize that it needs to look for it...

Also where do I put the textures once its compiled.

Any texture you use needs to be converted to a .vtf file before it can be used by the game. You also need to create a material definition for it. (A .vmt file.)

If you haven't done that yet or don't know how to do it, have a look at "Creating a Material" on the VDC.

Both of these files go into the folder "materials/models/Steave", as per your .qc file. Their names must match the name of the material in Blender.

A .vmt file for a model usually has this syntax:

Code: Select all
"VertexLitGeneric"
{
    $basetexture  models/Steave/your_mat_name
    $surfaceprop  flesh  // (Unless Steave is a robot, in which case it would be metal)
}
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HMW wrote:
Any texture you use needs to be converted to a .vtf file before it can be used by the game. You also need to create a material definition for it. (A .vmt file.)

If you haven't done that yet or don't know how to do it, have a look at "Creating a Material" on the VDC.

Both of these files go into the folder "materials/models/Steave", as per your .qc file. Their names must match the name of the material in Blender.

A .vmt file for a model usually has this syntax:

Code: Select all
"VertexLitGeneric"
{
    $basetexture  models/Steave/your_mat_name
    $surfaceprop  flesh  // (Unless Steave is a robot, in which case it would be metal)
}

I tried this and it didn't seem to work my model still had those pink and black squares D:

Open your SMD with a text editor and look if the textures used in there have the same name as your VMT (except the extension).

Look in the modelviewer, it will tell you the exact path it's using for the missing images.

Falsi sumus crusto!
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