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{SOLVED} Importing new models

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Skotty 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...

FelixGriffin 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...

Axon9000 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.

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?

Axon9000 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?

:notwant: no open up the .smd not the .qc

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!

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???

FelixGriffin 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*

https://developer.valvesoftware.com/wiki/$texturegroup

Falsi sumus crusto!
FelixGriffin wrote:

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, :thumbup: at least for now. :lol:

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".

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