• material problem
    18 replies, posted
I have a problem with the material of a model. gmod for some reason can not find the material, but in qc path is right! it is possible that the problem is the fact that the model has 3 material? QC: $cd "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\models\orks" $surfaceprop "flesh" $modelname "orks/Mekboy.mdl" $cdmaterials "orks" // Model uses material "loota_leader_body" // Model uses material "loota_leader_armour_epic" // Model uses material "loota_leader" $ambientboost $mostlyopaque $model studio "Mekboyreference.smd" $sequence ragdoll "Mekboyragdoll.smd" FPS 30 activity ACT_DIERAGDOLL 1 $collisionjoints "Mekboyphymodel.smd" { $mass 60.0 $inertia 10.00 $damping 0.01 $rotdamping 1.50 $rootbone "pelvis" $jointconstrain "spine1" x limit -70.00 70.00 0.00 $jointconstrain "spine1" y limit -45.00 45.00 0.00 $jointconstrain "spine1" z limit -30.00 30.00 0.00 $jointconstrain "r upperarm" x limit -60.00 60.00 0.00 $jointconstrain "r upperarm" y limit -130.00 115.00 0.00 $jointconstrain "r upperarm" z limit -120.00 35.00 0.00 $jointconstrain "l upperarm" x limit -60.00 60.00 0.00 $jointconstrain "l upperarm" y limit -115.00 130.00 0.00 $jointconstrain "l upperarm" z limit -30.00 140.00 0.00 $jointconstrain "l forearm" x limit -35.00 35.00 0.00 $jointconstrain "l forearm" y limit -145.00 30.00 0.00 $jointconstrain "l forearm" z limit -25.00 25.00 0.00 $jointconstrain "l hand" x limit -60.00 60.00 0.00 $jointconstrain "l hand" y limit -60.00 60.00 0.00 $jointconstrain "l hand" z limit -60.00 60.00 0.00 $jointconstrain "r forearm" x limit -35.00 35.00 0.00 $jointconstrain "r forearm" y limit -145.00 30.00 0.00 $jointconstrain "r forearm" z limit -25.00 25.00 0.00 $jointconstrain "head" x limit -70.00 70.00 0.00 $jointconstrain "head" y limit -45.00 40.00 0.00 $jointconstrain "head" z limit -35.00 35.00 0.00 $jointconstrain "r hand" x limit -60.00 60.00 0.00 $jointconstrain "r hand" y limit -60.00 60.00 0.00 $jointconstrain "r hand" z limit -60.00 60.00 0.00 $jointconstrain "r thigh" x limit -40.00 40.00 0.00 $jointconstrain "r thigh" y limit -85.00 85.00 0.00 $jointconstrain "r thigh" z limit -45.00 45.00 0.00 $jointconstrain "r calf" x limit -30.00 30.00 0.00 $jointconstrain "r calf" y limit -120.00 15.00 0.00 $jointconstrain "r calf" z limit -30.00 30.00 0.00 $jointconstrain "jaw" x limit 0.00 0.00 0.00 $jointconstrain "jaw" y limit 0.00 0.00 0.00 $jointconstrain "jaw" z limit 0.00 0.00 0.00 $jointconstrain "l thigh" x limit -40.00 40.00 0.00 $jointconstrain "l thigh" y limit -85.00 85.00 0.00 $jointconstrain "l thigh" z limit -45.00 45.00 0.00 $jointconstrain "l calf" x limit -30.00 30.00 0.00 $jointconstrain "l calf" y limit -120.00 15.00 0.00 $jointconstrain "l calf" z limit -30.00 30.00 0.00 $jointconstrain "l foot" x limit -40.00 40.00 0.00 $jointconstrain "l foot" y limit -40.00 40.00 0.00 $jointconstrain "l foot" z limit -45.00 45.00 0.00 $jointconstrain "r foot" x limit -40.00 40.00 0.00 $jointconstrain "r foot" y limit -40.00 40.00 0.00 $jointconstrain "r foot" z limit -45.00 45.00 0.00 }
[QUOTE=dib91;46266615] it is possible that the problem is the fact that the model has 3 material? [QUOTE] Ok, no that couldnt be the problem, what modelling software are you using? also, the name has to be the same as in the Software, example, i use 3DS Max, The Diffuse (Texture) is named, Soldier dude guy_d.tga The .vtf/.vtm HAS To be the same name as that Soldier Dude guy_d.tga > Soldier Dude guy_d.vtf
[QUOTE=God of Pro's!;46266706][QUOTE=dib91;46266615] it is possible that the problem is the fact that the model has 3 material? [QUOTE] Ok, no that couldnt be the problem, what modelling software are you using? also, the name has to be the same as in the Software, example, i use 3DS Max, The Diffuse (Texture) is named, Soldier dude guy_d.tga The .vtf/.vtm HAS To be the same name as that Soldier Dude guy_d.tga > Soldier Dude guy_d.vtf[/QUOTE] no, because I also use 3d studio max, and then the textures are named correctly
Show us your VMT.
make sure that you wrote [B]$cdmaterials[/B] on correct folder parts of VTF and VMT on it. [B]example: $cdmaterials "models\[folder parts]"[/B] but post your VMT will explains a lot "// Model uses material" is unnecessary on your .QC its will automatically finds a part of materials on folder because of $cdmaterials already on .QC
OK. but I do not think it is wrong and in any case are 3 different material! here they are: loota_leader [QUOTE]"VertexLitGeneric" { $basetexture "orks/loota_leader_dif" $bumpmap "orks/loota_leader_nrm" $envmapmask "orks/loota_leader_spc" $detail "orks/loota_leader_body_drt" $detailscale 7.74 $detailblendfactor 0.8 $detailblendmode 0 $selfillum "1" $selfillumtexture "orks/loota_leader_emi" $selfillummask "orks/loota_leader_emi" "$phong" 1 "$phongexponent" "20" "$phongboost" "5" "$phongfresnelranges" "[0.1 0.1 0.2]" "$rimlight" 1 } [/QUOTE] [QUOTE]loota_leader_armour_epic "VertexLitGeneric" { "$basetexture" "orks/loota_leader_armour_epic_dif" "$bumpmap" "orks/loota_leader_armour_epic_nrm" "$envmapmask" "orks/loota_leader_armour_epic_spc" "$phong" 1 "$phongexponent" "20" "$phongboost" "5" "$phongfresnelranges" "[0.1 0.1 0.2]" "$rimlight" 1 } [/QUOTE] [QUOTE]loota_leader_body "VertexLitGeneric" { $basetexture "orks/loota_leader_body_dif" $bumpmap "orks/loota_leader_body_nrm" $envmapmask "loota_leader_body_spc" }[/QUOTE]
dib91, please use the code tags. It makes it easier for use to read the code.
god, i never ever seen a VMT like this :P but your model has 3 different materials, try split them to 3 VMT and VTF for each file. you must put them in the same folder. [B]example .VMT something like this...[/B] [QUOTE] "$basetexture" "models/body1" "$bumpmap" "models/body1_nor" "$halflambert" "1" "$phong" "1" "$phongexponent" "8" "$phongboost" "0.3" "$phongfresnelranges" "[.1 1 8]" "$rimlight" "1" "$rimlightexponent" "4" "$rimlightboost" "2" [/QUOTE] [B]...and another .VMT[/B] [QUOTE] "$basetexture" "models/body2" "$bumpmap" "models/body2_nor" "$halflambert" "1" "$translucent" "1" "$phong" "1" "$phongexponent" "8" "$phongboost" "0.3" "$phongfresnelranges" "[.1 1 8]" "$rimlight" "1" "$rimlightexponent" "4" "$rimlightboost" "2" [/QUOTE] also, check inside 3ds Max program that materials is not "Multi/Sub-Object" just use "Standard" and add your each VTF material for your model. (if you already have VTF plug-in for 3ds Max)
[QUOTE=Thelombax51;46268677]god, i never ever seen a VMT like this :P but your model has 3 different materials, try split them to 3 VMT and VTF for each file. you must put them in the same folder. [B]example .VMT something like this...[/B] [B]...and another .VMT[/B] also, check inside 3ds Max program that materials is not "Multi/Sub-Object" just use "Standard" and add your each VTF material for your model. (if you already have VTF plug-in for 3ds Max)[/QUOTE] the materials of the model are all standard, and the textures were converted to vtf editor that works because it used more than once!
[QUOTE=dib91;46269104]the materials of the model are all standard, and the textures were converted to vtf editor that works because it used more than once![/QUOTE] maybe can you show a picture?
ok. you want a picture of the material in 3d studio max?
[QUOTE=dib91;46269340]ok. you want a picture of the material in 3d studio max?[/QUOTE] in HLMV (Half-Life Model Viewer) and 3ds Max
ok.here as in the model viewer. but here the program does not work well and does not load the texture. but on gmod so. [url]http://www.moddb.com/members/dibe91/images/wvw[/url] here is how I put the textures on 3d studio max: [url]http://www.moddb.com/members/dibe91/images/ewrw[/url] [url]http://www.moddb.com/members/dibe91/images/g4e[/url] [url]http://www.moddb.com/members/dibe91/images/veve[/url]
I think he means to show him how it looks in 3ds Max.
this the model in 3d studio max :[url]http://www.moddb.com/members/dibe91/images/evee[/url]
[QUOTE=dib91;46280415]ok.here as in the model viewer. but here the program does not work well and does not load the texture. but on gmod so. [url]http://www.moddb.com/members/dibe91/images/wvw[/url] here is how I put the textures on 3d studio max: [url]http://www.moddb.com/members/dibe91/images/ewrw[/url] [url]http://www.moddb.com/members/dibe91/images/g4e[/url] [url]http://www.moddb.com/members/dibe91/images/veve[/url][/QUOTE] maybe you take out the specular map and bump map then re-export again?
convert those two textures?
[QUOTE=dib91;46284575]convert those two textures?[/QUOTE] convert your specular and bump to VTF (VMT is unnecessary) keep diffuse maps as VTF and VMT, and set them up on each VMT.
I managed to solve the problem. was the name that was wrong, even though I do not understand since changed the name before doing so in smd version! rigranzio who tried to help me!
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