Prop/Lighting Created 16 years ago2008-01-10 22:27:15 UTC by Bobthereaper Bobthereaper

Created 16 years ago2008-01-10 22:27:15 UTC by Bobthereaper Bobthereaper

Posted 16 years ago2008-01-10 22:27:15 UTC Post #243171
When I put a certain kind of Model with prop_static in my map, it doesn't fit with the lighting. It makes something like this
User posted image
What could be the problem? Please go basic, don't use technical terms.
Posted 16 years ago2008-01-10 23:29:54 UTC Post #243173
I'm not sure, but I think that's due to the model being compiled with an unlit material, which means it'll have to be decompiled, edited and recompiled to fix it. Not my fort
Strider StriderTuned to a dead channel.
Posted 16 years ago2008-01-10 23:50:56 UTC Post #243174
Strider is correct. You'll need to decompile the model and edit the QC.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-11 00:02:16 UTC Post #243176
Whaaaaa!!!!! Decompile Model, QC, wtf?!?!, in inferno they use the same model and it's lighted perfectly.
Posted 16 years ago2008-01-11 00:26:11 UTC Post #243177
If you're using the Inferno model in that screenshot, then you're incorrect. They look lit properly because they're in area with no darkness (as in, they're in full sunlight). The models themselves are set to not be lit by the map (UnlitGeneric is the term in the QC I believe).

This reference in the QC will need to be changed to LightMapGeneric if I recall correctly.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-11 20:12:19 UTC Post #243230
And where I find this the thing of UnlitGeneric/LightmapGeneric/QC?
Posted 16 years ago2008-01-12 09:21:07 UTC Post #243251
Take a look at this tutorial for instructions on decompiling models. Once you've got a QC file, post back.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-12 12:28:22 UTC Post #243263
The Cannon Fodder MdlDecompiler doesn't work and they don't tell us how to repair this problem... It says something like this ...:

Untraceable point entrance
The entrance point of Q_AppendSlash procedure is untraceable in the dynamic-link library vstdlib.dll.

Ok that's the best I could do, I couldn't translate every word myself
Posted 16 years ago2008-01-12 14:13:37 UTC Post #243266
I had the same problem with that tool. Put it into the "sourcesdkbinep1bin" folder, instead of "sourcesdkbin". Changed due to Orange Box upgrade.

It'll work but I didn't manage to decompile a model yet, because I get another error then. Didn't really try to solve this tho.

Edit: When I try to decompile I get "Extra App ID set to 211, but no SteamAppid". Hope you won't get the same. Hints on that would be appreciated.
Posted 16 years ago2008-01-12 15:47:17 UTC Post #243268
Well let's start a party then cause me too I get this problem,
"Extra App ID set to 211, but no SteamAppid"
That's what I get when I try to open a Model File.
Posted 16 years ago2008-01-12 17:02:13 UTC Post #243274
R1Co brings beer and music
Posted 16 years ago2008-01-12 17:40:16 UTC Post #243275
Enough of drinking and leasure time. Here is a fixed version of the tool. It has no browse function but a lot of spyware I guess - but it might help you. ;)

(Checked for viruses)
Posted 16 years ago2008-01-12 20:14:14 UTC Post #243289
Thanks R1co, Come back Ant! I got the QC file!
Posted 16 years ago2008-01-13 11:51:31 UTC Post #243342
You know, as usual I have the same problem. I want to use a set of pipes in a tunnel. Although there is only red light in the tunnel, the pipes are shiny bright. I decompiled the model and wanted to do what Ant said but there is no such thing as UnlitGeneric or LightmapGeneric. Also in the QC commands reference list I couldn't find anything like that. This is my .qc file:
[quote]$cd "C:Decompiled Models"
$modelname "props_pipesPipeCluster32d_001a.mdl"
$model "Body" "PipeCluster32d_001a_reference.smd"
$lod 100
{
replacemodel "PipeCluster32d_001a_reference" "lod1_PipeCluster32d_001a_reference"
}
$cdmaterials "modelsprops_pipes/"
$texturegroup skinfamilies
{
{ "pipeset_metal02.vmt" }
{ "pipeset_metal02.vmt" }
}
$hboxset "default"
$hbox 0 "static_prop" -38.991 -35.959 -63.260 39.016 35.959 63.260
// Model uses material "pipeset_metal02.vmt"
// Model uses material "pipeset_metal.vmt"
$surfaceprop "metal"
$illumposition 0.012 0.000 0.000
$sequence idle "idle" fps 30.00
$collisionmodel "phymodel.smd" {
$concave
$mass 444.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}
[/quote]
Posted 16 years ago2008-01-14 22:32:34 UTC Post #243449
Well fuck that, anyone else, after all what happened above, knows what to do with the .Qc File?
Posted 16 years ago2008-01-15 09:21:17 UTC Post #243471
Shit, hang on...I think this is defined by the texture, not the model...
AJ AJGlorious Overlord
Posted 16 years ago2008-01-15 09:32:59 UTC Post #243472
Wow, great advice guys, pity it is completely wrong. :D

Okay here's what you do, go grab yourself GCFscape from here:
http://nemesis.thewavelength.net/index.php?p=26

Get that installed and run it, open a file in it by looking in your steam/steamapps folder and you'll see a batch of files that have sorta purple boxes, open the one that says: counter strike source shared.

Now in here you have to open up a few folders, basically you want the result of looking in materials/models/props/de_inferno/large_bush#

extract all the large_bush vmt's to your steamapps/(steamusername)/counter strike source/cstrike/materials/models/de_inferno.
Basically you're resetting up that file path but on your normal folders.
Then you want to open up all the vmt's in notepad or a text editor and replace the first line
UnlitGeneric

with

LightmapGeneric

try all that, remember to include these files in your release, read up on bspzipping or pakrat.

good luck.
Posted 16 years ago2008-01-15 09:38:16 UTC Post #243473
Yes, excuse my incorrect advice. However, I can salvage myself by adding this:

If you alter the VMTs, they'll 'overwrite' the VMTs in the GCF. So everytime that Inferno model is called by the game, it'll use your modified VMT, rather than look at the GCF. Now, isn't what you always want, so what you can do is decompile as mentioned above, alter the name of the model and recompile it. Make sure your textures have the same name of the new model and bam: same properties as the old model with the new VMTs, but built as a new model, which you can package into a mod.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-15 17:05:27 UTC Post #243488
Ok, but I know that changing the properties of the texture will only be changed on my in-game, but if I make a new model, will people have to redownload this same file but with properties changed? Cause I'm not sure it can, cause we didn't have to download 2 different models of bushes in inferno, but still, maybe it may be different if we do the model
Posted 16 years ago2008-01-15 22:01:21 UTC Post #243503
If you make the new model you can use pakrat:

http://www.geocities.com/cofrdrbob/pakrat.html

to include the models into your bsp file, the bsp file will be larger, but people wont have to download the models separately.
Posted 16 years ago2008-01-15 22:12:27 UTC Post #243504
Wait it's not finished, I still got a problem, when I copy ** model with textures, the same thing as original one, but I change the name and everything that goes with it ( inside VMT file and the model one ) but I don't change the UnlitGeneric/LightMapGeneric/VertexlitGeneric, I even checked the files where they were in, I go on hammer, I browse models, I see the one I made, but when I click on it, just right after I click on the name to see what it looks like on the side, Hammer blows up and close. I think you guys forgot something, coz there is certainly something missing, maybe the QC file.
Posted 16 years ago2008-01-16 23:47:34 UTC Post #243581
If you do it the way I originally mentioned, without a new model, then for the final version of your map you'll have to use pakrat and pack in the textures to your map, and then you can actually delete the textures on your hard drive.
That way anyone playing the map (including yourself) will see the darker bushes, but they wont over-right in inferno. (as long as you delete them with the final version)
Posted 16 years ago2008-01-17 09:21:08 UTC Post #243597
I do it with Pakrat it sill doesn't work. The texture ( Lighting ) is still the same. I tried with the same name as the Model texture name, I tried with the same name as model file, I did put them in the same folder than Model ( Model: Models/props/de_inferno Texture: Materials/Models/props/de_inferno ) There is certainly something wrong in that.
Posted 16 years ago2008-01-17 10:22:01 UTC Post #243600
Damn, I've done it before and it has worked, are the vmts the thing you're placing in (materials/models/props/de_inferno)?
If you've done all that and edited the vmts to say LitghtMapGeneric...
I'm at a loss for what to do then
Posted 16 years ago2008-01-17 11:35:53 UTC Post #243607
Ah... I think I know why it didn't work... I didn't choose the good Texture, but it's you guys who told me to use LargeBush for BushGreenBig model. I still has a problem, but I don't think it's really hard to correct:
User posted image
Posted 16 years ago2008-01-17 12:54:22 UTC Post #243616
Ah, I think this is the only Topic where I'm statisfied of the end,
User posted image
LightMapGeneric doesn't work or isn't well spelled, you better use VertexLitGeneric, or something like this, just copy paste from another Texture, thanks to everyone who participated to this topic
Posted 16 years ago2008-01-17 15:41:32 UTC Post #243626
Just an addition: I found it in another texture. It should be spelled "lightmappedGeneric".

Thanx for the help all!
Posted 16 years ago2008-01-17 21:42:53 UTC Post #243684
Glad it was all sorted out in the end, good luck with the map.
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