Hi, I'm new to creating custom skins. In the past, I've edited existing skins, but now, I'm trying to add a new skin. I've created my VMT and my VTF files, but when I try and add them into the .mdl file, I get a missing texture. Do I need to decompile the .mdl file to add in the VMT, or am I making some stupid mistake?
I'm trying to add a police skin to a TDMcars 2012 Dodge Charger.
I've decompiled the MDL file, and added the texture to the .qc file, but when I try and recompile it, I get this error - ERROR: Model can only have one $shadowlod and it must be the last lod in the .qc (163270) : end
You don't need to decompile anything. All you need to do is save the VTF and VMT files as skin# (Where # is a number between 1 and 13, Make sure it doesn't conflict with any existing skins) inside the TDM 2012 chargers texture folder, Which is [I]'materials/models/tdmcars/charger12'[/I].
Make sure the path in your VMT is also [I]'materials/models/tdmcars/charger12/skin#'[/I]
[QUOTE=LoneWolfie.;45398298]You don't need to decompile anything. All you need to do is save the VTF and VMT files as skin# (Where # is a number between 1 and 13, Make sure it doesn't conflict with any existing skins) inside the TDM 2012 chargers texture folder, Which is [I]'materials/models/tdmcars/charger12'[/I].
Make sure the path in your VMT is also [I]'materials/models/tdmcars/charger12/skin#'[/I][/QUOTE]
The name of the material and texture can be just about anything you desire -- as far as I know, the engine doesn't look for additional skin variants automatically. [url="https://developer.valvesoftware.com/wiki/Skinfamilies"]That stuff is indeed listed in the QC file.[/url] I'm not sure that additional folder you're adding will be active at all unless you list it in $cdmaterials which is also in the QC file.
[QUOTE=CaptainBigButt;45402724]The name of the material and texture can be just about anything you desire -- as far as I know, the engine doesn't look for additional skin variants automatically. [url="https://developer.valvesoftware.com/wiki/Skinfamilies"]That stuff is indeed listed in the QC file.[/url] I'm not sure that additional folder you're adding will be active at all unless you list it in $cdmaterials which is also in the QC file.[/QUOTE]
For TDM car skins it has to be skin#, as that's the texture that's defined in the skinfamily for the car.
You mean whoever released the pack linked the model to a bunch of non-existent skins?
Im not sure you are getting what I mean.
This is what TDM puts in his qc. when he compiles his car:
[code]
$texturegroup "skin"
{
{ "skin" }
{ "skin1" }
{ "skin2" }
{ "skin3" }
{ "skin4" }
{ "skin5" }
{ "skin6" }
{ "skin7" }
{ "skin8" }
{ "skin9" }
{ "skin10" }
{ "skin11" }
{ "skin12" }
{ "skin13" }
}
[/code]
Not all of these skin slots are filled by default. People can create skins to fill these slots by saving a vtf and vmt file inside the cars texture folder with the name skin#, Where # is a number between 1 and 13, Like so:
[IMG]http://i.imgur.com/J2CFs4e.png?1[/IMG]
I've make skins for TDM Cars before and thats how it works.
Making skins is easy.
You have to save the VTF and VMT as skin4 for example. This should make it work. It's like LoneWolfie said. At least that's how I made my first skin (it's on workshop, a pace car skin (accidental advertisement ?))
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