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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