Hey I have a problem let me explain.
Sorry if this is the wrong section I posted in help but no one replied and someone recommended making a thread here
Anyway I ported a model to source the model and all the animations work but alas the pink and black textures are all over it
It's a model from Opposing force and I was wondering if anyone has the textures or something
I really have no clue about this(ALL OF IT) as I'm just a confused person forgive me.
I've been reading A LOT and nothing seems to cover it.
Did you port the materials over?
[QUOTE=ShoTGuNGuY49;18301714]Did you port the materials over?[/QUOTE]
Yeah I'm pretty sure.
But if I did not how do I do it I'm new to the whole thing =(
Also I'm trying to make this a weapon not sure how to do it though.
Post the contents of the VMT files, the folders the VMT and VTF files are in and the names of the original texture files.
[QUOTE=Silver Spirit;18306517]Post the contents of the VMT files, the folders the VMT and VTF files are in and the names of the original texture files.[/QUOTE]
Okie sorry if I'm doing it wrong but here are the names I had to turn them into TGAs and then vtfs but the names are
Fatigues.vtf and vmt
hand.vtf and vmt
knife_blade.vtf and vmt
and skin.vtf and vmt
The codes for the vmts are
"LightmappedGeneric"
{
"$basetexture" "Documents and Settings/---/Desktop/this is a friggen folder/fatigues"
}
They all look like that in the vmt except the last word is whatever the name of the texture is like hand, skin
etc
Textures must be in game folder.
You have the textures in some random folder on the desktop.
The game is looking for "steamapps/garrysmod/garrysmod/materials/Documents and Settings/---/Desktop/this is a friggen folder/fatigues"
All textures are relative to the materials directory.
Oh I see so does that mean I need to remake the .qc?
And can a qc look like this?
$modelname "knife\v_knife.mdl"
$model Body "knife\v_knife_reference.smd"
$cdmaterials "knife\materials"
$sequence idle "idle1.smd"
$surfaceprop "metal"
$cd
$cliptotextures
$scale 1.0
// 0 attachments
// 0 bone controllers
// 4 hit boxes
$hbox 0 "Bip01 R Forearm" -7.690000 -3.650000 -3.590000 11.368423 3.170000 3.810000
$hbox 0 "Bip01 R Hand" -1.840000 -1.710000 -1.860000 3.789474 2.800000 2.180000
$hbox 0 "Bip01 R Finger31" 0.000000 -0.750000 -0.550000 1.136844 0.400000 0.460000
$hbox 0 "Knife" -0.690000 -1.820000 -3.590000 0.690000 1.820000 13.200000
$bodygroup studio
{
studio "v_knife_reference"
}
// 13 sequences
$sequence idle1 "idle1" fps 13
$sequence draw "draw" fps 24
$sequence holster "holster" fps 24
$sequence attack1 "attack1" fps 22
$sequence attack1miss "attack1miss" fps 22 { event 1004 1 "weapons/knife1" }
$sequence attack2 "attack2" fps 22 { event 1004 1 "weapons/knife2" }
$sequence attack2hit "attack2hit" fps 22
$sequence attack3 "attack3" fps 24 { event 1004 1 "weapons/knife3" }
$sequence attack3hit "attack3hit" fps 24
$sequence idle2 "idle2" loop fps 15
$sequence idle3 "idle3" loop fps 15
$sequence charge "charge" fps 30
$sequence stab "stab" fps 30
SORRY FOR LONG ASS POST
Also how do I turn it into a weapon
And It doesn't look in the Garrysmod path or atleast I don't think it does because Source SDK only recognizes my EP1 engine games and for the Orangebox DOD:S Sorry again =(
That's a HL1 QC @.@
[QUOTE=Silver Spirit;18318802]That's a HL1 QC @.@[/QUOTE]
LOL FUCK
Can you post the hl2 .qc format and how do you change everything so all anims work and it will convert to source.
[QUOTE=Silver Spirit;18318802]That's a HL1 QC @.@[/QUOTE]
Doesn't matter, my qcs look like that and they compile just fine.
[QUOTE=ShoTGuNGuY49;18320599]Doesn't matter, my qcs look like that and they compile just fine.[/QUOTE]
Well I moved everything but it still wont work =(
[QUOTE=Alphex;18320936]Well I moved everything but it still wont work =([/QUOTE]
Try this as your qc
[lua]
$modelname "knife\v_knife.mdl"
$model Body "knife\v_knife_reference.smd"
$cdmaterials "models\CZ\v_knife\"
$sequence idle "idle1.smd"
$surfaceprop "metal"
$cd
$cliptotextures
$scale 1.0
// 0 attachments
// 0 bone controllers
// 4 hit boxes
$hbox 0 "Bip01 R Forearm" -7.690000 -3.650000 -3.590000 11.368423 3.170000 3.810000
$hbox 0 "Bip01 R Hand" -1.840000 -1.710000 -1.860000 3.789474 2.800000 2.180000
$hbox 0 "Bip01 R Finger31" 0.000000 -0.750000 -0.550000 1.136844 0.400000 0.460000
$hbox 0 "Knife" -0.690000 -1.820000 -3.590000 0.690000 1.820000 13.200000
$bodygroup studio
{
studio "v_knife_reference"
}
// 13 sequences
$sequence idle1 "idle1" fps 13
$sequence draw "draw" fps 24
$sequence holster "holster" fps 24
$sequence attack1 "attack1" fps 22
$sequence attack1miss "attack1miss" fps 22 { event 1004 1 "weapons/knife1" }
$sequence attack2 "attack2" fps 22 { event 1004 1 "weapons/knife2" }
$sequence attack2hit "attack2hit" fps 22
$sequence attack3 "attack3" fps 24 { event 1004 1 "weapons/knife3" }
$sequence attack3hit "attack3hit" fps 24
$sequence idle2 "idle2" loop fps 15
$sequence idle3 "idle3" loop fps 15
$sequence charge "charge" fps 30
$sequence stab "stab" fps 30
[/lua]
Then move the textures to "materials\models\CZ\v_knife\"
Edit your vmts
Fatigues.vmt
hand.vmt
knife_blade.vmt
skin.vmt
Here's an example for the fatigues
[lua]
"VertexLitGeneric"
{
"$basetexture" "models\CZ\v_knife\fatigues"
}
[/lua]
What is CZ(NVM)
And THANKYOU!
Alright I get an error
could not load file 'knife\v_knife_reference.smd'
Should I put the smds in the gmod models folder?
where ever your qc is compiling it, the smd should be there, so if its in like "C:\SourceSDK\hl2" (the qc and source files), your location should be, $cd "C:\SourceSDK\hl2" with your qc and that smd in it while compiling.
place the $cd "C:\SourceSDK\hl2" at the top of the qc line header.
[QUOTE=Nexus_Elite;18322679]where ever your qc is compiling it, the smd should be there, so if its in like "C:\SourceSDK\hl2" (the qc and source files), your location should be, $cd "C:\SourceSDK\hl2" with your qc and that smd in it while compiling.
place the $cd "C:\SourceSDK\hl2" at the top of the qc line header.[/QUOTE]
Oh I see Thanks!
It keeps telling me it can't load v_knife_reference.smd WARNING:Leaking 1 Elements. I have it in my folder and it's named properly =?
[editline]11:41PM[/editline]
Does this mean it could be corrupt(The file?)
[code]$modelname "weapons\knife.mdl"
$scale 1
$model "studio" "v_knife_reference.smd"
$cdmaterials "models\weapons\v_models\hands
$cdmaterials "models\weapons\knife"
$hboxset "default"
$hbox 0 "Bip01 R Forearm" -7.690000 -3.650000 -3.590000 11.368423 3.170000 3.810000
$hbox 0 "Bip01 R Hand" -1.840000 -1.710000 -1.860000 3.789474 2.800000 2.180000
$hbox 0 "Bip01 R Finger31" 0.000000 -0.750000 -0.550000 1.136844 0.400000 0.460000
$hbox 0 "Knife" -0.690000 -1.820000 -3.590000 0.690000 1.820000 13.200000
$attachment "0" "ValveBiped.Tip" 0.00 -0.00 -0.00 rotate -0.00 -0.00 0.00
$surfaceprop "default"
$illumposition 25.370 -8.644 -15.379
$sequence idle "idle1.smd"
$sequence idle1 "idle1" fps 13
$sequence draw "draw" fps 24
$sequence holster "holster" fps 24
$sequence attack1 "attack1" fps 22
$sequence attack1miss "attack1miss" fps 22 { event 1004 1 "weapons/knife1" }
$sequence attack2 "attack2" fps 22 { event 1004 1 "weapons/knife2" }
$sequence attack2hit "attack2hit" fps 22
$sequence attack3 "attack3" fps 24 { event 1004 1 "weapons/knife3" }
$sequence attack3hit "attack3hit" fps 24
$sequence idle2 "idle2" loop fps 15
$sequence idle3 "idle3" loop fps 15
$sequence charge "charge" fps 30
$sequence stab "stab" fps 30
[/code]
Try that, thats the best I could guess a CSS weapon QC should look like based on what I know and what you gave me. Make sure that all the SMDs are in the same folder as the QC file you save this into ^^
[QUOTE=ShoTGuNGuY49;18320599]Doesn't matter, my qcs look like that and they compile just fine.[/QUOTE]
Really? Interesting ^^
[QUOTE=ShoTGuNGuY49;18322191]Here's an example for the fatigues
[lua]
"VertexLitGeneric"
{
"$basetexture" "models\CZ\v_knife\fatigues"
}
[/lua][/QUOTE]
Yes this is important, if your VMTs are using the wrong shader (LightmappedGeneric) your texture will be invisible so you must use the correct shader (VertexlitGeneric) :)
Alright can I compile it just like that or do I need to add anything?
This is a port from half life though so I don't know if it will work because the knife actually is attached to hands already.
[QUOTE=Alphex;18324320]Alright can I compile it just like that or do I need to add anything?
This is a port from half life though so I don't know if it will work because the knife actually is attached to hands already.[/QUOTE]
It will work fine, I ported a set of claws from HL1 the other day (which is the only reason I knew your QC was a HL1 one tbh :P)
That attachment I put in there should ensure it it positioned correctly on the screen.
Edit: Though if your using the file structure that was given to you in the example VMT by ShoTGuNGuY49 you will need to add this CD line:
[code]$cdmaterials "models\CZ\v_knife"[/code]
Let me see here.
Alright I opened gmod and couldn't find it in CZ I did see a folder that said v_knife I opened it and gmod crashed giving me a memory error I think I accidently misplaced or forgot something hold on.
[editline]12:51AM[/editline]
Alright I was able to get it to show in the CZ but when I spawn it, It's invisible
And your VMTs definately have "VertexlitGeneric" at the top?
[QUOTE=Silver Spirit;18332681]And your VMTs definately have "VertexlitGeneric" at the top?[/QUOTE]
Yes I double checked them.
[QUOTE=Alphex;18344957]Yes I double checked them.[/QUOTE]
Is it invisible when spawned as a model or as a view model (like as a working weapon)?
[QUOTE=Silver Spirit;18349621]Is it invisible when spawned as a model or as a view model (like as a working weapon)?[/QUOTE]
Well I don't know how to make it a weapon but it's when I spawn it as a v_model
[QUOTE=Alphex;18361044]Well I don't know how to make it a weapon but it's when I spawn it as a v_model[/QUOTE]
Take a screenshot then i'll know exactly what you mean (as i'm still not sure).
[QUOTE=Silver Spirit;18361091]Take a screenshot then i'll know exactly what you mean (as i'm still not sure).[/QUOTE]
K hold on I'll take a screenie my screen is a bit big though
[editline]01:24AM[/editline]
[IMG]http://i36.tinypic.com/rmo5g1.jpg[/IMG]
There
Ok thats wierd then, having the right shader should stop that from happening :S I'm not sure what to do about that.
[QUOTE=Silver Spirit;18361583]Ok thats wierd then, having the right shader should stop that from happening :S I'm not sure what to do about that.[/QUOTE]
ahhh man do you have any clue how to do this?
Post all your QCs and VMT files again with the file paths they are in and where you have your MDL files. And i'll see if I can spot anything there, if I can't you could possibly try sending me it so I can have a look, but I don't know if i'll have the time to get round to it :(
[QUOTE=Silver Spirit;18361768]Post all your QCs and VMT files again with the file paths they are in and where you have your MDL files. And i'll see if I can spot anything there, if I can't you could possibly try sending me it so I can have a look, but I don't know if i'll have the time to get round to it :([/QUOTE]
Ahh You don't have to if you don't want to.
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