{SOLVED} Importing new models
Quote from Axon9000 on March 12, 2014, 1:18 pmSkotty wrote: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).By SMD i'm assuming you mean my SMD.QC Yes that's right I named my .qc SMD...
Anyways I opened it up and and addded a Cube.003 to my $cdmaterials; but without success...
By SMD i'm assuming you mean my SMD.QC Yes that's right I named my .qc SMD...
Anyways I opened it up and and addded a Cube.003 to my $cdmaterials; but without success...
Quote from Axon9000 on March 12, 2014, 1:19 pmFelixGriffin wrote:Look in the modelviewer, it will tell you the exact path it's using for the missing images.Every time I open my .mdl file it crashes, no matter what program I'm using...
Every time I open my .mdl file it crashes, no matter what program I'm using...
Quote from Skotty on March 12, 2014, 3:23 pmAxon9000 wrote:By SMD i'm assuming you mean my SMD.QC Yes that's right I named my .qc SMD...
Anyways I opened it up and and addded a Cube.003 to my $cdmaterials; but without success...No, if I say SMD I mean SMD.
Anyways I opened it up and and addded a Cube.003 to my $cdmaterials; but without success...
No, if I say SMD I mean SMD.
Quote from Axon9000 on March 12, 2014, 3:30 pmRight, I opened it and there was nothing refereeing to texture; in fact I pressed ctrl+f and searched for the word texture, but found nothing, so what do I put before the name of the texture??? And on what line do I put it?
Right, I opened it and there was nothing refereeing to texture; in fact I pressed ctrl+f and searched for the word texture, but found nothing, so what do I put before the name of the texture??? And on what line do I put it?
Quote from CamBen on March 12, 2014, 4:53 pmAxon9000 wrote:Right, I opened it and there was nothing refereeing to texture; in fact I pressed ctrl+f and searched for the word texture, but found nothing, so what do I put before the name of the texture??? And on what line do I put it?
no open up the .smd not the .qc
no open up the .smd not the .qc
Aperture Science: We do our science asbestos we can!
Quote from Axon9000 on March 12, 2014, 5:18 pmOh sorry, I may not have been clear on this; yes I opened the .qc but Skotty corrected me and I opened the .smd, and there was nothing referring to "texture" so what do I do? should I add a new line referring to its texture; if so what would the line say???
Oh sorry, I may not have been clear on this; yes I opened the .qc but Skotty corrected me and I opened the .smd, and there was nothing referring to "texture" so what do I do? should I add a new line referring to its texture; if so what would the line say???
Quote from Axon9000 on March 12, 2014, 6:13 pmFelixGriffin wrote:Look in the modelviewer, it will tell you the exact path it's using for the missing images.Got the Model viewer to work, and I fixed the missing textures because of it, I also figured out the solution for my models limbs not being connected; (It was on my end, not because of Source) Now I have one last question, if I wanted to give my model a new skin/body, like the Scout in tf2 having a different skin for Rex/Blu, rather than a brand new model, how would I go about doing that?
Edit: Red*
Got the Model viewer to work, and I fixed the missing textures because of it, I also figured out the solution for my models limbs not being connected; (It was on my end, not because of Source) Now I have one last question, if I wanted to give my model a new skin/body, like the Scout in tf2 having a different skin for Rex/Blu, rather than a brand new model, how would I go about doing that?
Edit: Red*
Quote from FelixGriffin on March 12, 2014, 6:36 pm
Quote from Axon9000 on March 12, 2014, 7:15 pmFelixGriffin wrote:https://developer.valvesoftware.com/wiki/$texturegroupThis worked; anyways thanks ALL of you, for the help you've given to me; all my model problems are solved now thanks to you,
at least for now.
This worked; anyways thanks ALL of you, for the help you've given to me; all my model problems are solved now thanks to you, at least for now.
Quote from Skotty on March 12, 2014, 11:17 pmDon't look for "texture" in your SMD. The name you need to search for is the name of your texture.
For example:
- Code: Select all
version 1
nodes
0 "polymsh16" -1
end
skeleton
time 0
0 0.000000 0.000000 0.000000 1.570796 -0.000000 0.000000
end
triangles
ApertureLogo_Text.tga
0 -32.843838 -2.360653 -55.040546 0.000000 -1.000000 -0.000000 0.886487 0.706254
0 -32.804592 -2.360653 -54.798889 0.000000 -1.000000 -0.000000 0.886392 0.705541
0 -32.804592 -2.360653 -54.557251 0.000000 -1.000000 -0.000000 0.886365 0.704820
.
.
.There you see, the texture the game will look for (the .vmt file) must be called "ApertureLogo_Text.vmt".
Don't look for "texture" in your SMD. The name you need to search for is the name of your texture.
For example:
- Code: Select all
version 1
nodes
0 "polymsh16" -1
end
skeleton
time 0
0 0.000000 0.000000 0.000000 1.570796 -0.000000 0.000000
end
triangles
ApertureLogo_Text.tga
0 -32.843838 -2.360653 -55.040546 0.000000 -1.000000 -0.000000 0.886487 0.706254
0 -32.804592 -2.360653 -54.798889 0.000000 -1.000000 -0.000000 0.886392 0.705541
0 -32.804592 -2.360653 -54.557251 0.000000 -1.000000 -0.000000 0.886365 0.704820
.
.
.
There you see, the texture the game will look for (the .vmt file) must be called "ApertureLogo_Text.vmt".