• Just ported a model but 2 issues occured
    30 replies, posted
Hey guys. So I've been reading tutorials and stuff and managed to port an .smd model (with applied vtf textures) with crowbar to .mdl. However, in-game it has no textures. Do I need to take the vtf files and paste them in gmod/materials or something? Secondly, the model is a blast door frame that I'm going to use in a map. However, the area where I'm supposed to place the actual door (since that's just the frame) is collided and I can't go through. Is there a way to edit it and fix this? Thanks in advance!
VTF and VMT on the source engine is a wonder, it's hard to get into initially but once you get the hang of it you'll know why it's like that, the reason they have no texture is because there's no Valve Material Type in the Command directory for materials (the $CDMaterials in the QC), the VMT itself will be used to make complicated textures using various commands and the Valve Texture Formats as textures, the VTF are unique because, while being mostly just one texture, they can hold values and channels that can be read and used in the source engine. First thing you're going to do is make sure you know what the material name is in your 3d modelling software (usually blender), the material name there will be the name of the VMT, example: the material is called ROCK, the VMT will be called ROCK.VMT , these VMTs will need to be placed where the $CDMaterials says so, if it's: $CDMaterials "Rockity/Rocks/" then, the VMTs will need to be placed in your garrysmod's directory in: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials\Rockity\Rocks Now, the VMT themselves do nothing, they are literally text files saved as ".VMT", to make them work, the simpliest VMT you can make is basically another command directory, if your material is called ROCK and for the sake of simplicity they're in the same folder (which is what you should always try to do) then the VMT will look like this: "VertexlitGeneric" { "$basetexture" "Rockity/Rocks/Rock" } "Rock" is the name of the VTF, it's also the name of the VMT to make it easier, usually when the texture is a single VTF. If you're interested into the subject, I suggest reading a not shitty explanation here in the valve dev wiki: https://developer.valvesoftware.com/wiki/Material ___________________________________________________________________________________________________________________________________________________________________________ From what I understand, the frame is either too small to fit in, or the Physics Model is convex, this means it never "collapses" on itself, that is to say the model had no part going/curving inwards, in reality that's how physics models should be, but in your case you want to be able to go through, to do that, in the QC of the model (more precisely in the $collisionmodel) you'll have to put in $concave, it will look something like this: $collisionmodel "physics.smd" { $concave gibberish... gibberish... } That is, if the physics model itself is actually concave, if it's not you'll have to edit it yourself to make it concave, so you just cut out a hole in the middle, I suggest making a new one, and for that I'll also direct you to this valve dev page: Collision mesh Now, my biggest fear is that you haven't touched a QC in your life and that this explanation was useless, I hope that is not the case, but if it is just ask away.
Hey. Firstly, thanks a lot for your extremely detailed response, really appreciated it! I'm not a veteran of using QC 'n' stuff, can't even say I'm familiar with it yet (First time I started modifying this sort of file was 2 days ago), however I'm pretty sure my mistake with the textures was not linking it the right way, I'll have a look once I'm back. I'm also gonna try the concave command and if it doesn't work I'll try editing it (I'm using MS3D). Also, is there any chance you could add me on steam? (Steam Community) Thanks a lot!!
I like having the discussions on the forums so I can farm coins and also let everyone see so they can either chip in or if they have a similar error they can fix them by reading our posts, I also prefer responding at my own pace, I might be very busy when someone messages me.
Completely understandable! Ok so, I've went ahead and applied the $concave and $maxconvexpieces since I was getting the limit error. Now I'm getting this one: https://files.facepunch.com/forum/upload/162170/185da66b-95ff-4539-8c5a-4a48c51e8d01/error.png The model I'm trying to port is this: https://files.facepunch.com/forum/upload/162170/6f3aac42-ccd7-4996-ad36-a7dea3eb9c2d/image.png Anything I can do to fix this "error"? Secondly... some general advice about the whole porting process could really help me. This is how my current "file" looks like, right before I compile it to an .mdl file: https://files.facepunch.com/forum/upload/162170/898eda9f-d7a2-4140-8b0e-4934df2cdadf/text.png Is everything regarding that file okay? I still don't really understand what should go after each $ command, like for example in modelname, can I just type "cont_door1.mdl" and in $cdmaterials do I just need to link it to the folder with the textures? After compiling the model, and let's say it's located in garrysmod/models/cbmodels, do I need to take the VTF and the VMF and place them in garrysmod/materials/cbmodels? Finally, an individual made his own blast door that looks like 87% like this one, using Hammer brushes and porting it as a prop. He applied the same textures however which I find pretty damn impossible to achieve? Have a look: (The big selected one is the model I'm trying to port, the other is the model he made). https://files.facepunch.com/forum/upload/162170/8a085a1d-9555-43dc-adac-b9340ecfc103/blast door.png The textures are identical: (First is his) https://files.facepunch.com/forum/upload/162170/46f7dc0b-b7ca-430c-97a3-daac06b4c48e/12345.png https://files.facepunch.com/forum/upload/162170/4b47cca5-2fed-4e1b-b4be-51a1d25ac36a/1234.png How can I achieve this aswell if I end up remaking the model? Thanks..
Is everything regarding that file okay? The VMT looks fine, really just nitpicking but the apostrophes aren't necessary can I just type "cont_door1.mdl" and in $cdmaterials do I just need to link it to the folder with the textures? After compiling the model, and let's say it's located in garrysmod/models/cbmodels, do I need to take the VTF and the VMF and place them in garrysmod/materials/cbmodels? The $modelname will be the path for where the model will be placed and what his name will be, this isn't at all useful but it's required if I'm not wrong, after $cdmaterials you'll need to put the path file yourself, materials and models can't be in the same folders, where the materials will be placed is dependent on what you typed before compiling the model, the model itself can be anywhere in the models folder. How can I achieve this as well if I end up remaking the model? This is more complicated, but if you were to do remake it (and probably how he did it), you'd need the other model as a reference to make the UV map similar, the texture looks the same but if you look closer, it's not quite, the bottom one is mirrored, while the top one is repeated. All it boils down to is just getting most of the proportions right, the uv map can be changed pretty easily if you're the one making the model, so it can fit any texture, I too find it hard that he made it in hammer, I don't know how hammer works but he probably ported the model to the map. Anything I can do to fix this "error"? Should've put this one in the beginning, it's too late for me to change. The problem is that you're using the model itself as the collision model, that might not be the actual problem but it is one nonetheless, you'll need to make your own, which is pretty easy actually, if you don't feel like it you can send me the SMDs and I'll make it for you, since there's a lot more problems that can arise with making it. An example of concave collision model is the metal pipe: Gyazo Just make 4 rectangles in your 3d modelling software, remember that they too need to use the armature of the main model (this also means it'll need a vertex group for the whole prop), and apply smooth shading, also after positioning it apply their new position as origin. You can read in "detail" how to do it in the link I gave you earlier, the "collision mesh" one.
Ehm. So the process step by step goes like this: -$cd : Path to the models location. -$modelname: Type in Where the model is supposed to go after compiling it -$cdmaterials: Type in Where the materials should go and NOT where the materials are located? Is that right? Also, what's a recommended location for them since as you stated they can't be in the same folder with the model after compiling them? So what we're trying to achieve is having 1 model that is visible (ported blast door), and the actual collision model.(Shitty example: Having the ported blast door model non-collided and having a much simpler model invisible on it so it will serve the blast door frame purpose?) Instead of 4 rectangles can I include a few more to give it slight more depth? I'm using MS3D but I'm not experienced at all with modelling, I think Blender will be a lot easier to use however but I'll need to download it (I'm not saying it will be hard at all to make that model since it's just some simple shapes that need to be close to the original). So if what I said earlier was right, in the end I'm gonna have those 2 models as one, 1 invisible and with enabled collisions and the other visible but non-collided sort of. However I'm not really sure yet how I'll "merge" those two, get the positions right, what textures to apply to the second one, etc. etc. I won't lose my freaking patience yet, I've been dealing with those models a while now and I'm not gonna give up halfway in. I originally started this map project a week ago after many thoughts and suggestions from people. Who would knew I'd have to solve a shit ton of modelling problems haha. If you've got time and wanna try your luck, here's the file including the SMD, QC and Texture Files.(I'd heavily suggest checking everything including the VMF since there's a 75% chance of me having some path completely wrong(-Point it out if you find one)). Meanwhile, I'll try myself in a few days once I'm done with certain irl stuff and have Blender, or I could also make the simple collision model in Hammer (mapping program) and port it as a model with propper, however I'll have to compile it from .mdl to .smd and damn, the errors loop keeps going hah. Here's the link to the file: cont_door1 Thanks!
$cd isn't an actual command as far as I know, it's "replaced" by $modelname, it only exists for $cdmaterials, and $cdmaterials is just where the model will look for the materials, so it doesn't matter which way you put it as long that at the end of the day, the materials are there. I am surprised by how much you NAILED the concept of collision model, it literally is described as a second invisible watered down model that will be used to calculate the physics. I know what you mean by making the physics model more complicated, you want the little part to be hollow so things can be put in, like a keypad, well, after doing some research on valve model I came out with this little collage: https://i.imgur.com/8yjTuuF.jpg As you can see, the first one comes from the phx_lift, it's physics was made up of many boxes, I have made most hidden so we can see only one, this one isn't just a box, if you were to shrink wrap it, it would look different, but it's still not concave for some reason (???), the second one is a kitchen stove, you can see how it's all made out of roughly 10 boxes, the third one is a lab thingy, it has a shitton of boxes, but box n°13 is especially interesting, for it is not actually a square. Let's see what was done to make the physics of the SPHERE: https://i.imgur.com/sp8J7iX.png Oh lord allmighty what the hell have they done, no wonder you can make the server crash if you stack them. In conclusion, the valve dev wiki puts it off pretty well, it says: All collision elements must be sealed There can be no holes anywhere. If studiomdl says "Model has 2-dimensional geometry" you've made a mistake (or at least need to thicken your mesh). And there we have it, to make the little hole, you'll need to make 4 boxes for that single pillar, or 2 if you use it sparingly like valve did in the lift. But I will make the physics, so you can see how it'd look like: https://i.gyazo.com/2282e2fb190801ca4e22a8a5a8031440.png LINK TO THE NEW FOLDER: MEGA As you will see, I also modified the QC, this one is just about the standard format, and also easier to read, it reads: $modelname "cbmodels\cont_door1.mdl" $model "ref" "ref.smd" $cdmaterials "cont_door1\" $Contents "solid" $surfaceprop "metal" $Ambientboost $Sequence "idle" { "anims\idle.smd" fps 1 } $collisionmodel "physics.smd" { $automass } I suggest going over the physics model and seeing for yourself how it looks, the physics itself is even more than the original model, mostly because this was the first time I've made one so complex and also because I wanted to be very sure it worked, and when I compiled it, it worked.
Hey. Just compiled the model and checked it in-game and I can say I'm speechless. You even got the slightly raised floor part right, holy shit. I never originally mentioned this issue since I thought it had to do with me messing the paths, but after compiling, in-game it still has no textures so the problem is I still don't understand how to link the materials to the model. So, the compiled model folder has 6 files which are located in the models/cbmodels/.. directory. Now, is this model supposed to "take" its own materials from another foldier in garrysmod/materials? It's frustrating because I've also placed the vmf/vtf in the materials folder (which can also be a silly damn mistake by the way) but it still has no textures in-game, any help? Also, since all the models I'm gonna be porting are objects with no animations, the specific "anims/idle.smd" file you've placed in the folder can also be used for them? The certain frame was the most complicated model from the list, so I guess that's a plus. There's just one more frame but it's a simple door frame so I guess with the right guidance I could create a physics model for this. https://files.facepunch.com/forum/upload/162170/dc7ce882-9a0a-4a86-a3f7-441053f4253c/CBE8wST.png And there are also a few more like the actual doors for each frame, and some smaller models. I just need to understand how to merge those 2 models (physics model/model) and if there are any additional stuff I should apply like as you told me about smooth shading. Extremely busy week but once I find some time I'll continue this and get back to you about it. Cheers!
In blender, the material is called "cont_door1.vtf" or something alike, the .vtf isn't necessary, if you don't want to change the model itself you can do the lazy (albeit funny) thing and rename the VMT themselves "cont_door1.vtf.vmt". I guess you could use the same idle animation, every prop needs a bone, as a skeleton is mostly what differentiates a prop / ragdoll from an effect, the reason why they all need an idle animation is beyond me, especially when it can't even actually be animated. Having the 2 models as one is not difficult, but it can lead to problems when you're careless / getting started, what you'd need to do is first of all, modelling the collision mesh, remember that they can't have holes, from the lift example it's probable that you just need to make sure there's no actual concavity, imagine an "L" as ok but not an "E", because some parts of the E curve inwards. This means you'll need to make at the very least 2 blocks for the doorframe, 2 "L", you probably want to have the original model overlapped all of the time to make sure it fits, next thing would be rigging the physics, it's the same as rigging any other prop, you add an armature modifier targeting the original skeleton, add a vertex group that includes all vertices and try to move the bone around to see if they both move the same way, another thing to take notice of is the origin point of the physics, if it's different than the one from the original model all kinds of madness will occur, in blender you'd need to press ALT+C to put the 3D Cursor in the center, then CTRL+ALT+SHIFT+C and "set origin to 3d cursor". It may be difficult to start with, but I suggest getting blender, it's free and lightweight on steam, I may be biased but I really am content on how easy it becomes to get around and work with source on it. It's also why I suggest doing these kind of things when you have more free time, because they can be very time consuming.
Yeah but, after I compile the model are the textures applied and they're located in one of those 6 files of the compiled folder OR I need to manually place them in garrysmod/materials? I'm asking because even though I compile the model and use it in-game, it has no textures (Black/Purple Texture only) and it's frustrating, I don't understand what I'm doing wrong. Are the files that I get after compiling it supposed to include the textures? Haha I'm lost.. Also about the collision model... So, let's assume I want to make that box in the picture with a hole in it. I can not createa box and like select and cut a hole in it but I can create 4 rectangles in order to form that hole, is that right? I'll be trying out Blender in the following days and I'm going to post any updates on this thread. Cheers!
To put it simply, here how the whole texture rigmarole works: QC for the Model: Hey, I need some textures, help, where can I get some of those? $CDMaterials: Down the hall and to the left Compiled Model: Ok thanks *Compiled Model goes down the hall and to the left* VMT: Hey haha here I am, here, have some VTF. Alternatively, here's what's happening to you: QC for the Model: Hey, I need some textures, help, where can I get some of those? $CDMaterials: Down the hall and to the left Compiled Model: Ok thanks *Compiled Model goes down the hall and to the left* Compiled Mode: I do not see the textures, but I will still look because I am a dumb fucking file with no eyes, mouth, or ears and I just follow orders And that's basically what's going on... jesus this was horrible... So, it doesn't matter what, the compiled model will just look for the VMT in the folder that $CDMaterials told him to, he will look for VMTs with the same name as the ones in the SMD that make him, in your case it's "cont_door1.vtf.vmt". So yeah, it doesn't compile with the textures. As for the second question, why don't we go A STEP FURTHER and instead just use 2 "L" shaped meshes? You got the gist, 4 rectangles are enough and probably won't be much of a strain. Now, going back with textures, it's easier to do these kind of things in Blender, and for that, I suggest a tutorial to start, if you follow it step by step, no matter what happens you will learn enough to make physics models. https://youtu.be/JYj6e-72RDs Another thing you'll need to see, so you'll be able to get the basics of blender to source workflow is this: https://youtu.be/XNg_UouLbcA Admittedly it's a horrible tutorial, but it does actually show how to do it, so it should be enough.
I'll be checking those tutorials out in a few days, thanks! Hopefully it won't be much of a deal to create simple shapes 'n' such.. Meanwhile, I'm still troubled with the materials. So, the model is in "garrysmod/models/cbmodels/...", I've placed the materials in every single location in the "garrysmod/materials" folder, like: "garrysmod/materials/models/cbmodels/..., garrysmod/materials/cbmodels/..., garrysmod/materials/..., but it still has no textures in-game, and I don't get what's going so wrong. The model mdl related files are named cont_door1, same goes for the materials (cont_door1.vmt, cont_door1.vtf) and still doesn't work. Am I cursed or something? Haha. I will post my pending blender update once I get my hands on it. Cheers.
The best thing I can tell you is just fuck all of it and do it from the start, give them a different name and all.
Just got the textures to work, finally. I tried messing with the paths and see if it works, and yeah it did! So, I modified the $cd materials to: $cdmaterials "models\cbmodels\" and also modified the VMT file to: "$basetexture" "models/cbmodels/cont_door1" I'll be using Blender tomorrow and post any results.
Cheers, remember that most people here use blender, and even if unrelated to facepunch people probably wouldn't turn their backs on you.
Should I use the SMD Tools Addon on Blender so I can import .smd files? Also, I got the .obj model on it: https://files.facepunch.com/forum/upload/162170/3e137b30-bd56-44d8-b9c4-6a8edee851e7/WjYQlDD.png So let's assume that's the .smd model. Should I attempt to recreate this exact one so I get a valid physics reference .smd?
You need the SMD addon for blender, that physic model looks painfully comples for a physics model, it might not even work, heck, it might not even be a collision mesh, just make one yourself, it's 4 rectangles anyways.
Aight, I made a simple ass model which isn't that good but will do the job: https://files.facepunch.com/forum/upload/162170/7e6eb065-225a-4dae-a1b4-8ba80a82b2fe/05HgUfK.png I added those 4 rectangles to a vertex group called "physics". I clicked "Add Modifier" and then >"Armature". After that what should I do? Do I just click apply armature? 'Cause I'm getting an error when I do that, "Modifier is disabled, skipping apply".
That model is perfect for a collision mesh, here's a bunch of things to take note: When the model is finished, the vertex group needs to be the same name of the bone that it's supposed to be attached, if you look at the model you're using as a reference and and see it's vertex group. To apply the vertex group, you have to do it in edit mode, press A to select all vertices and THEN do "apply" in the vertex menu, this way it applies the weight paint to all of the vertices. Don't apply the armature, the only reason you'd do that is when you're changing the default pose of a model, keep the modifier (targeted to the original model's armature) To target the skeleton of the original model, just press the empty box in the armature modifier and select the original model's armature (should be named something like "door's skeleton" As stated before, the vertex group will be connected to the bone based on it's name, if the vertex group is called "legleft" then when you move (in pose mode) the bone, the vertex group will move with it, a single skeleton can be used for multiple meshes, have both model at the same time and when exporting the collision model, if there's an armature modifier targeting that skeleton, it will export only the collision mesh + the skeleton SEPARATED from the original model, so you don't need 2. You'll get a warning saying that you didn't apply a material for the model, who cares about that, the collision mesh is invisible so just ignore it.
Eh, about the vertex group... Do I go to "Modifiers" and then find "Vertex Weight Edit", then go to the box below and select "Group" and then apply? Or do I go to "Data" and then "Vertex Groups"? And I was like oh great, also know how to create the physics smd but NOPE. About the whole process, does it go like this? : -Get the original model, place it as a reference so you're able to compare the sizes (and nothing else about it) -Create the 4 rectangles. -Apply a skeleton(?) -Create a vertex group(?) -Press ALT+C to put the 3D Cursor in the center, then CTRL+ALT+SHIFT+C and "set origin to 3d cursor". -Save and export as .smd -Edit the QC file and use the new model as physics smd. Is this right? Also the original models armature skeleton: https://files.facepunch.com/forum/upload/162170/1f41b61c-370e-48dd-b6b9-0f93705ac6db/5555.png Do I need to go to the other model, "Add modifier" and type in object "ref_skeleton"?. Holy shit I'm EXTREMELY confused with rigging, I've got no damn clue about it and I'm discouraged as hell right now.
Yeah pretty much, the whole process would be this: Import reference model Create collision mesh, making sure the origin point is the same as the reference model's (to make sure, never move the reference model, select the physics model in object mode, press ALT+C to reset the position of the 3D cursor and then, with the physics still selected, press SHIT+ALT+CTRL+C and select origin to 3d cursor) If the collision mesh is made out of multiple models, like it seems in your case, select all of them (excluding reference and skeleton's of course) and press CTRL+J to join them into a single model. In modifiers, add armature modifier and as object select the reference model's skeleton In Object Data make a new vertex group and call it the bone that will be used, you can see which bone the reference used if you go to it's object data, and if there are more than 1 bone just go in weight paint mode and select the different vertex groups to see which is which, if the model is red then that is the bone needed. When the new vertex group is made in the collision mesh, go in Edit mode, select all of the model's vertices with A and press "assign" in the vertex groups with 1.000 as weight, if it worked go in weight paint mode and see if the model is red when the vertex group is selected. To be extra sure, apply all model transformations, what this means is that when an object is created it has a set size, rotation and location, when changing it in edit mode nothing will change, but if you resize, move or rotate the model in object mode these parameters will change as they're not the original model's, to apply (in object mode) just press SPACEBAR and search for apply object transform, select it and on the bottom left tick all boxes. Export model, enjoy life.
Almost everything done. Original models Vertex Group was called "root", now new models vertex group is "root. Same for the new skeleton which is "ref_skeleton". I merged the 4 rectangles into 1 model and I applied the weight, and the model is red so I guess it's working. When I add the armature modifier of the original model is anything supposed to happen? I click apply and that's it, I get no errors but then the input box is empty. https://files.facepunch.com/forum/upload/162170/c02626a7-d8c2-41a0-8c6a-095f3f253f0a/armature.gif Second question. While making the new model, the reference one was locked in the middle(where it normally spawns since when I ported it in milkshape3d I also made sure the .smd was in the middle. So, I can just place it in its first position, delete the reference file, then export it as .smd and I'm done?
For the armature, what it does when you apply it is permanently change the position of the mesh to the current armature's pose, it's also not needed since you want it to have the armature modifier, so you mustn't apply it. Second of all, if you import the reference and then import the collision mesh and they're not overlapping, then it's WRONG , this happens because that is the original position of the collision mesh (relative to the origin point), that's why you need to move it so it overlaps with the reference and then change it's origin (see step 2 and 7), really you could just go in edit mode, select all of the mesh and then move it in edit mode so it overlaps the reference, yeah, that sounds even better. You don't have to delete the reference to save the collision mesh, you could accidentally delete the skeleton, what you can do is, when exporting them, untick the reference box and keep the collision one ticked, so it will only export that one.
Somehow I tend to get more and more confused. I took it from the start: So, we have the 2 models "spawned" in. The first solid one you see in the beggining is the new physics model, which is slightly overlapping the old. https://files.facepunch.com/forum/upload/162170/6ca9135f-2c90-48b6-8183-68aafa026ff6/first.gif Next, resetting the position of the 3D curson and while the physics model is selected, I'm setting its origin to 3D cursor. https://files.facepunch.com/forum/upload/162170/7d01dae3-a906-459f-adc7-a4958be02af2/SECOND.gif Now, I check the original models object name, which is "ref_skeleton", I go to the new model, select the same object, "ref_skeleton", and then apply the Armature.(Since I got no error nor anything changed is it applied or some sort of fancy thing is supposed to happen?) https://files.facepunch.com/forum/upload/162170/9320afa7-0c44-43bb-9de8-3d8261672088/third.gif Next, you had stated "In Object Data make a new vertex group and call it the bone that will be used, you can see which bone the reference used if you go to it's object data, and if there are more than 1 bone just go in weight paint mode and select the different vertex groups to see which is which, if the model is red then that is the bone needed." I went to Original models Object Data but I don't understand whether I should copy the "ref" thingy or go below in Vertex Groups, and copy "root"? https://files.facepunch.com/forum/upload/162170/112a70c6-838c-4ab5-b821-9047deccbce9/4rth.png (*Assuming it's "root", then I go and name the new Vertex Group as "root?(*SEE BELOW*)) https://files.facepunch.com/forum/upload/162170/16d5f82a-7b1b-4c75-b205-19c013c0255b/66.png Finally, in order to export the physics.smd individually, but without deleting the skeleton, I selected the armature of the original model and deleted it. Is that a mistake?(Also I think one of the skeletons left there (next to deleted arm) was the deleted models since when I click it nothing appears so I guess I should also delete this one?) https://files.facepunch.com/forum/upload/162170/ce91b8aa-357a-4ec0-9b47-6bcbaf3d0f9d/5rth.gif
Please, ignore the first 2 quotes, I just have no idea what to do on mobile. You basically made a tutorial, you got it all correct, I still suggest NOT to apply the armature and NOT to delete the original model, in some cases the model is higher in the hierarchy and might delete the skeleton. Remember to make sure the root vertex group is actually correctly weight painted, as in it's red.
Tomorrow/Saturday I'll work on this. Meanwhile, something went wrong with my textures. I was resizing the .smd model since the size ratio wasn't right, and when I applied the textures on MS3D, they were way darker and sort of weird. I didn't notice that until I went in-game and tested it, and then I realised something wasn't right. Considering I scaled it, I wanted to see if that had anything to do with it but it doesn't, since I also got original model from SCP:CB, and scaling it doesn't seem to break the textures(Even applied the same vtf on both). (Front one is the CB .obj and behind it's the .smd) https://files.facepunch.com/forum/upload/162170/f4124529-6bb1-4222-a9ba-2a10891d8289/9vSa8Mc.png https://files.facepunch.com/forum/upload/162170/38ee1969-7a88-4a24-add8-2fe7ac2ffb80/64AbCI4.png
At this point if there's another question it would be better to make another thread, this one is getting a bit too big for my liking, but it shouldn't be a problem with the textures, and if it is, heck, do it the lazy way and make the vtf lighter.
https://files.facepunch.com/forum/upload/270857/7dc6265a-9f4b-402b-8fbb-f34c51507ad1/ed7f1a989c8b652b40a45cbb7182dc95.png https://files.facepunch.com/forum/upload/270857/0c3d3566-b19e-4469-a05a-458f1fc73018/09cda8deeab36546f60d1aab2fdd6ac8.png What am I doing wrong? I have it linked properly.
Is it that it doesn't work in-game? The $cdmaterials is always pointing to the garrysmod material folder, not the "work" one. Is the vmt set up correctly as well? It looks for materials in the garrysmod material folder as well, so they won't work even in hlmv if they're not there.
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