model and modelT, what does this mean? Created 7 years ago2016-11-29 22:37:21 UTC by abbadon abbadon

Created 7 years ago2016-11-29 22:37:21 UTC by abbadon abbadon

Posted 7 years ago2016-11-29 22:38:14 UTC Post #332487
Hi again. Maybe I will sound a bit noobish but, what does the "T" after the name of the model means?, in fact, when I try to open it the program throws an error. Also, as I have re-done a model, I saw that the earlier version has the "T" model (turret.mdl and turretT.mdl) and now it has disappear (I only have the turret.mdl).

Any info will be appreciated. ;)
Posted 7 years ago2016-11-29 23:00:02 UTC Post #332488
The '<name>T.mdl' file contains texture data for the models. The texture data can be optionally be included in the main model file instead of the separate T file, which is why you might recompile a model and get only one file instead of two.
Penguinboy PenguinboyHaha, I died again!
Posted 7 years ago2016-11-30 05:53:25 UTC Post #332489
Oh!, thanks Penguinboy!, I swear I did not know that. I thought that it was related to something else, overall because my turret is behaving a bit extrange and I culprit that to the non existant T model. :/
Posted 7 years ago2016-11-30 07:30:23 UTC Post #332490
If you ever have problems loading a model that's located in a subdirectory of the models directory, and the model has a T file or sequences files (model01.mdl, etc), you'll have to recompile them with the files in that subdirectory.
The engine will try to load those files based on the path they had when they were compiled. It's pretty easy to fix in code, but you can't change the engine unfortunately :/
Posted 7 years ago2016-11-30 13:40:56 UTC Post #332492
I have had problems like that the firs times I compiled a model, years ago fortunately, and I have spent hours and hours trying to fix it; with more luck than talent I found that the qc file also searched for the smds in the directory on which it was generated, thus the compiler throwed the "could not find smd file" message continuously.
Posted 7 years ago2016-11-30 15:28:12 UTC Post #332498
0*.mdls & *T.mdls is an obsolete feature, it's better to compile a model without them. Sometimes the using of these sub-parts can cause problems. Model compiller from XashXT's tools can compile very big models with HD-textures in one file without problems, old compiler is limited to 4 Mb size of any part of .mdl-file.

To compile your model in one file, remove from qc strings like these:
$externaltextures
$sequencegroupsize 64

P. S. I can help with recompiling if you need this, abbadon.
Posted 7 years ago2016-11-30 19:51:10 UTC Post #332499
Oh!, I will take a look to XashXT, but, will those models be compatible with "normal" Half-Life?. I have seen Xash move my maps an models more smoothly than the original HL, so I am a bit afraid of original HL will crash or something (I want the mod be accesible to WON users).

Btw: I still have to try the v-sync thing... ;)
Posted 7 years ago2016-11-30 21:51:23 UTC Post #332501
Your models will be GoldSource compatible if you don't try to exceed such engine limits for models as texture size (552x552 pixels is still suitable for GS).
Posted 7 years ago2016-12-01 13:48:12 UTC Post #332506
Yes. I was frustrated because of that until I discover the trick of using several "bodies" for the reference.smd ^^ Now I have models with more than 6000 vertexes (and one npc with near 16000 !!...well, it is still wip, but it will have a huge amount of them ;) )
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