hey, i'm porting a model, i have everything done except the textures which are only appearing as purple/black checkerbox.... here is my VMT:
"LightmappedGeneric"
{
"$basetexture" "data/Pyrotex"
-bump-
Wrong shader. Use VertexLitGeneric for models. LightmappedGeneric is assigned for brushes.
And close curly bracket
[QUOTE=yuhop;33596016]Wrong shader. Use VertexLitGeneric for models. LightmappedGeneric is assigned for brushes.
And close curly bracket[/QUOTE]
ok, did that, but HLmodel viewer says it can't find the friggin VMT, i have it in my materials directory
[QUOTE=mralexs;33602352]ok, did that, but HLmodel viewer says it can't find the friggin VMT, i have it in my materials directory[/QUOTE]
Get "Source MDL Texture Info" from this page:
[url]http://www.wunderboy.org/sourceapps.php[/url]
Run the model through this and it will show the paths.
[QUOTE=CAS303;33604995]Get "Source MDL Texture Info" from this page:
[url]http://www.wunderboy.org/sourceapps.php[/url]
Run the model through this and it will show the paths.[/QUOTE]
still says it can't find the stupid VMT
what's your cdmaterials directory
where's your vmt
where's your vtf
You're obviously doing something wrong in the first two steps
Make sure nothing is misspelled or anything as well, I had a texture in which I needed to open the .mdl file with notepad++ to change a '1' to an 'I' in the textures name.
[QUOTE=wraithcat;33611340]what's your cdmaterials directory
where's your vmt
where's your vtf
You're obviously doing something wrong in the first two steps[/QUOTE]
VMT and VTF are in C:\Program Files\Steam\steamapps\****\half-life 2\hl2\materials\models\PyroGXtextures, and are both called pyrotex-mat
[QUOTE=wraithcat;33619863]yourvtfistheninabad places
materials/data/pyrotex.vtf[/QUOTE]
no, data is were the TGA came from, heres my updated VMT:
"VertexLitGeneric"
{
$basetexture C:\Program Files\Steam\steamapps\*****\half-life 2\hl2\materials\models\PyroGXtextures\pyrotex-mat.vtf
$surfaceprop metal
}
:rolleyes:
Take a moment to look at your VMT and compare it any other vmt.
After which I'd like you to take a close look at the format of the basetexture path. I think it ought to be fairly obvious what you did wrong.
As a sidenote
is your $cdmaterials in the QC pointing to models\PyroGXtextures?
[QUOTE=wraithcat;33628525]:rolleyes:
Take a moment to look at your VMT and compare it any other vmt.
After which I'd like you to take a close look at the format of the basetexture path. I think it ought to be fairly obvious what you did wrong.
As a sidenote
is your $cdmaterials in the QC pointing to models\PyroGXtextures?[/QUOTE]
yup, it does
what modeling program are you using? if you use 3ds max then maybe theres somethin wrong with exporting.
ive learned sometimes the plugin for 3ds max can mess up with materials sometimes.
if ur using another program then im not sure.
[QUOTE=dustils;33648288]what modeling program are you using? if you use 3ds max then maybe theres somethin wrong with exporting.
ive learned sometimes the plugin for 3ds max can mess up with materials sometimes.
if ur using another program then im not sure.[/QUOTE]
i used blender... so i dunno
-bump-
heres the error i'm getting
[URL=http://imageshack.us/photo/my-images/708/pyrogx.png/][IMG]http://img708.imageshack.us/img708/9092/pyrogx.png[/IMG][/URL]
It's unable to find your vmt, so either it's name or location are wrong.
To figure out the correct name, just open the SMD in notepad and look for the name of the texture.
Here's an example
[code]
end
triangles
Omenbody_d.tga
0 -4.246873 -0.048222 22.747231 -0.309262 -0.695147 0.648943 0.924205 0.275073 1 0 1.000000
0 -3.353286 -0.331427 22.805290 -0.265637 -0.724178 0.636399 0.923887 0.286321 1 0 1.000000
0 -4.299541 1.951266 24.351730 -0.319871 -0.419790 0.849387 0.958932 0.273015 1 0 1.000000
Omenbody_d.tga
[/code]
The model will then search for a texture named omendoby_d.vmt in the folder specified in $cdmaterials
ok, mine's looking for a .001 file for some reason, i'll go change it :D
-bump- STILL DOESN'T WORK!!! ლ(ಠ_ಠლ)
Change the "$basetexture" path to models/PyroGXtextures/pyrotex-mat", do NOT include [I]anything[/I] "C:\" related as Source always looks for files that exist in a game's directory. Also, remember this for next time, when using textures on models put VertexLitGeneric as the shader instead of anything stupid like LightmappedGeneric (as LightmappedGeneric is mostly and only used as textures for brushes in maps)
ok, but it says it can't find the friggin VMT, it's in the folder it needs to be in
EDIT: here is my new VMT:
"VertexLitGeneric"
{
"$basetexture" "models/PyroGXTextures/pyrotex-mat"
"$bumpmap" "models/PyroGXTextures/pyrotex-mat"
"$halflambert" 1
"$phong" "1"
"$phongexponent" 5
// "$phongexponenttexture" "models/PyroGXTexres/pyrotex-mat"
"$phongboost" "1"
"$phongfresnelranges" "[0.01 0.5 1]"
}
Okay you know what
Go to pastebin.com, paste your QC and SMD on there, then give us a link.
a) your cdmaterials path is fucked up. It's relatively to you game location, not absolute - should instead be
"materials\models\PyroGXtextures"
b) seems like your texture name is otherwise correct
c) apart from really weird thing with having the model out of three parts, I don't see any other issues.
nope, textures still won't show up :(
You know the compiled model you have, the one that's in .mdl format? Open it up in notepad++ or notepad, whichever is more simple for you to do. In either one of the following programs, scroll down to the bottom of the page and look at the end of the last line. do you see the destination for the texture file? If that's correct, then good; look at what's right next to what you just looked at (to the left) and you should see the texture name. If it's incorrect (which I assume it is in fact not correct), then change the name to match your texture. Don't add the .vtf, just have the name.
Let's see if that'll work a little bit of magic. You don't have to re-compile, just open it up in the model viewer again. This is something like what you would see at the end...
notepad++: (nul)TEXTURENAME(nul)TEXTUREDIRECTORY(nul)(nul)(nul)(nul)
notepad: TEXTURENAME TEXTUREDIRECTORY
The (nul) is like a space, as you can see in notepad.
ok, i looked at it, and it has all that.
here is the end string: metal root default @idle idle studio Pyrotex-mat materials\models\PyroGXtextures\
Get rid of materials\ in the directory.
ok, now i'm getting an "Out of Memory" error
[img]http://s3.amazonaws.com/kym-assets/photos/images/original/000/154/726/loading.gif?1318992465[/img]
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