• My FO3 port appears invisble when materials are applied
    5 replies, posted
Ok so I am looking at the FO3 porting tut and MarioKart's ragdolling tutorial. With the help of these two I managed to port the T-15 power armor helmet to Gmod but without textures. when the textures are used and installed in Gmod it gives me mesh errors. Without, its fine My QC [lua]$cd "C:\Program Files\Autodesk\3dsMax8\meshes" $modelname "t15_helmet.mdl" $model "studio" "prop.smd" $cdmaterials "models\fallout3\T15Helmet" $hboxset "default" $surfaceprop "metal" $keyvalues { prop_data { "base" "metal.Small" } } $sequence idle "ragdoll.smd" fps 1.00 $collisionmodel "prop.smd" { $concave $mass 0.2 $inertia 1.00 $damping 0.00 $rotdamping 0.00 }[/lua] Without materials [URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/Helmet.JPG[/IMG][/URL] When their applied [URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/With_texture.JPG[/IMG][/URL] [b]Edit[/b] Same thing goes for the Radscopion [b]Edit 2[/b] Hmmm, seems other ports are doing this. Example this Oreo cookie prop I found on a site
Here is one of my prop .qcs, maybe you can see the problem: [lua]$cd "C:\Users\Ted\Desktop\tf2 stuff\level 1 sentry" $modelname "hats/omolong/level1sentry.mdl" $model "sentry" "Sentry_hat.smd" $cdmaterials "models\player\items\engineer_sentry" $texturegroup skinfamilies { { "sentry1.vmt" } { "sentry1_blue.vmt" } } $hboxset "default" $hbox 0 "bip_head" 8 1 7 -8 -9 -23.5 $surfaceprop "metal" $illumposition 100 -20 -20 $sequence idle "idle" fps 30.00 $collisionmodel "sentry_hat.smd" { $concave $mass 1.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 }[/lua]
I'm having this problem on a model I made from scratch not from an import, can't figure out why its happening.
[QUOTE=Mp6;19541288]I'm having this problem on a model I made from scratch not from an import, can't figure out why its happening.[/QUOTE] yeah, I happened to find some nice food models that turned invisible when I applied the materials earlier
I found out what the problem is, in the .vmt when you create it you need to change it to a vertexlitgeneric shader. That fixed my model for me.
[QUOTE=Mp6;19541835]I found out what the problem is, in the .vmt when you create it you need to change it to a vertexlitgeneric shader. That fixed my model for me.[/QUOTE] Oh thanks, I will be sure to try that
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