{SOLVED} Importing new models
Quote from CamBen on March 5, 2014, 8:46 pmJust decompile chell or a half life citizen and use that as a reference
Just decompile chell or a half life citizen and use that as a reference
Aperture Science: We do our science asbestos we can!
Quote from Axon9000 on March 5, 2014, 8:49 pmCamBen wrote:Just decompile chell or a half life citizen and use that as a referencedecompiling?? that cant be as hard as compiling, right?
decompiling?? that cant be as hard as compiling, right?
Quote from FelixGriffin on March 5, 2014, 11:08 pmDon'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.
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.
Quote from Axon9000 on March 8, 2014, 12:43 amAlright 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...
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...
Quote from HMW on March 9, 2014, 12:42 pmAny 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)
}
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)
}
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from Axon9000 on March 12, 2014, 12:54 amHMW 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:
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:
Quote from Skotty on March 12, 2014, 9:11 amOpen your SMD with a text editor and look if the textures used in there have the same name as your VMT (except the extension).
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).
Quote from FelixGriffin on March 12, 2014, 9:45 amLook in the modelviewer, it will tell you the exact path it's using for the missing images.
Look in the modelviewer, it will tell you the exact path it's using for the missing images.