Compiling HL2 models Created 17 years ago2007-05-09 08:35:16 UTC by theholygod theholygod

Created 17 years ago2007-05-09 08:35:16 UTC by theholygod theholygod

Posted 17 years ago2007-05-09 08:35:16 UTC Post #221488
Ok, i have followed a number of tutorials covering creating static and physics models, and I still cant get them to work properly.

I have so far managed to replace the hands, crowbar and w_crowbar model and those work fine (well, w_crowbar was a little off for physics) so my modelling/compiling/material skills are pretty much capable of this.

Whenever i try to compile a static or physics model following the exact instructions of these tutorials, the best result i have had so far is the model showing up but with a "wireframe" (well, imagine a wireframe but minus the backfaces).

Im completely stuck as to what to try now, and dont really have all that much time to experiment (damn coursework). Anyone know what i might be doing wrong, and how to fix it?
Posted 17 years ago2007-05-09 09:27:41 UTC Post #221492
I don't do modelling (yet) so sorry if this comment is redundant.....

Don't you also need materials for your models? When I've ported CS:S models to HL2, the models themselves and the textures for them are located in totally seperate locations.

IE, for the cars in nuke

models are in:

modelspropsde_nuke

textures are in:

materialsmodelspropsde_nuke

and both have to be present and correct before the model shows up right.

Again, sorry if not being a modeller made this post stupid.
Posted 17 years ago2007-05-09 09:49:12 UTC Post #221493
Its pretty much the same. The materials are in the correct directory, as are the models.

If i was take away a material, or mess up the vmt, the model would have the pink/black checkerboard texture.

The tutorial i have followed contains making a simple box, texture doesnt seem to work (has the wireframe oddness) but the collision model definately works.

Before doing the box i tried my knowledge from compiling weapons to compile a fairly complex coathanger. This showed up in hammer (with the checkerboard effect) and then dissapeared when running the map.

ah, just realised thats because i didnt put "$model" 1 in the vmt for the coathanger.

Either way, the wireframe thing still persists.

Please help!
Posted 17 years ago2007-05-09 15:16:20 UTC Post #221508
Could you post the contents of your .QC file, as well as a screenshot of the problematic models? I'm willing to bet that there's an error in your .QC. Either that, or the texture is to blame.

Also, does this occur with all custom models, or this specific one?
Posted 17 years ago2007-05-09 16:49:13 UTC Post #221519
all the custom models i have tried. Ok, heres the QC:

$modelname "test/box.mdl"
$model "Body" "test.smd"
$cdmaterials "models/test/"
$hboxset "default"
$surfaceprop "metalpanel"
$sequence idle "test_idle" fps 30.00
$collisionmodel "test_collision.smd" {
$concave
$mass 9.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}

the collision model variables are just from a model i decompiled for an example.
User posted image
Still havnt worked out how to zoom in model viewer!
Posted 17 years ago2007-05-09 18:11:45 UTC Post #221527
When you say it's appearing in wireframe, is it also wireframe in the game? There's an option in the model viewer to look at a model in wireframe. Perhaps that's on?

Also, to zoom, I think it's right-click. I'll double-check that.
Posted 17 years ago2007-05-09 18:17:50 UTC Post #221529
It is wireframe in game.

The really odd thing about the modelviewer is it shows black/pink checkered texture when wireframe is selected, this wireframe thing for smoothshaded and textured, and a green box for bone weights.
Posted 17 years ago2007-05-09 18:46:37 UTC Post #221534
That's really odd... I've never seen an error like that before...

I'll see if I can recreate the problem.
Posted 17 years ago2007-05-10 03:27:45 UTC Post #221566
A friend of mine followed a similar tutorial just a while ago and got the results he desired. I have a very nasty feeling this might just hate my computer.
Posted 17 years ago2007-05-10 16:04:01 UTC Post #221601
I guess you could try messing with your graphics settings. Other than that, I haven't been able to get any result like this at all :
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