Model Compiling Created 17 years ago2007-10-27 06:30:54 UTC by m8nkey m8nkey

Created 17 years ago2007-10-27 06:30:54 UTC by m8nkey m8nkey

Posted 17 years ago2007-10-27 06:30:54 UTC Post #237087
I've followed Generalvivi's Source modelling tutorials for 3ds Max however I've ran into a problem with my compiled model, the dreaded checkered texture.

I used Wunderboy's 3ds Max VTF pluggin so I was using the VTF as the diffuse texture in Max.

The VTF is contained in:
C:Program FilesValveSteamsteamappsaccountcounter-strike sourcecstrikematerialsmodelstest

In my qc file I refered to it using:
$cdmaterials "modelstest"

Any help would be appreciated.
Posted 17 years ago2007-10-27 06:35:07 UTC Post #237088
$cdmaterials "modelstest" - yep, thats right and must work
Posted 17 years ago2007-10-27 09:46:59 UTC Post #237099
lol, posted here because i thought you may be getting sick of my questions at mapcore Uragan_Lex.

Still no luck. I've tried using different formats for the texture in max other than VTF, and playing around with the qc. I'm completely out of ideas. Here's a pic of the model rendered in Max using the VTF texture and a screenshot from HLMV
User posted image
Posted 17 years ago2007-10-27 12:34:41 UTC Post #237105
Can you post the contents of the .VMT for your texture here so we can take a look?
Posted 17 years ago2007-10-27 18:34:22 UTC Post #237134
May be this info will be useful:
then you texturing in max you can apply any texture to your model - it can be *.psd or *.bmp or any format what max supports; location of texture also be any. Then you exporting your textured model to smd - only name of applied texture file is used (for sample - you use texture C:Program FilesPirated max 9.0myTexturesweeeee.psd - after exporting to smd format only "weeeee" will be saved - no file extendion, no path to file). So, in qc file you define $cdmaterials "waytomaterial" were must be material named "weeeee.vmt"
Posted 17 years ago2007-10-27 19:12:00 UTC Post #237137
Yep, used the same name for the texture in Max as the QC. The following zip contains:
.VMT
.VTF
.MAX
also included the ref, anim and phys SMDs.
http://www.mediafire.com/?1li2ixql1x0

Looking forward to resolving this problem and making some progress on my current map.
Posted 17 years ago2007-10-27 20:41:27 UTC Post #237140
In c_seat.vmt:
"VertexLitGeneric"
{
"$baseTexture" "models/test/c_seat"
"$model" "1" //all textures applied to models need this key
}

If it not helps - try this qc:

$modelname "testc_seat.mdl"
$cdmaterials "modelstest"
$staticprop
$body "body" "c_seat_ref.smd"
$sequence idle "c_seat_ref.smd" fps 30
$surfaceprop "wood"
$collisionmodel "c_seat_phys.smd"
{
$concave
$mass 50
}

I erase some unuseful strings - may be string $cd "..." used by bat-file compilation; i use GUIstudioMDL for compile - it works fine without this $cd param.
Posted 17 years ago2007-10-28 01:47:10 UTC Post #237157
Fixed it!!!!
Turned out the problem was with the model itself. Checking the export log there was an object with no texture assigned. It works with texture in game now though both the model and texture are ugly and I'll have to make them again.

Thanks for your time and patience Uragan_Lex
Posted 17 years ago2007-10-28 03:15:09 UTC Post #237160
Strange.. anyway, good that it works :)
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