So I want to import my models made in Blender along with textures to SFM, but when I use the Crowbar tool, it displays different texture names (my texture names are 'barrel', 'main', 'stock', 'maggrip' and it adds 'ak47_lods__1_:' line in front of them)
[URL="http://screenshot.sh/ovY9ja3y3HDgM"]http://screenshot.sh/ovY9ja3y3HDgM[/URL]
Here is my QC file:
[URL="http://screenshot.sh/m3db8DrOPNDWk"]http://screenshot.sh/m3db8DrOPNDWk[/URL]
Here is one of my .smd files:
[URL="http://screenshot.sh/m7QecN8BsZj7G"]http://screenshot.sh/m7QecN8BsZj7G[/URL]
The whole folder looks like this:
[URL="http://screenshot.sh/ouxQmkHwaP0L4"]http://screenshot.sh/ouxQmkHwaP0L4[/URL]
The model opens in TF2's HLMV, but it has the 'error' textures on it.
I'm new to modelling using the Half-Life way, don't roast pls.
That's bizarre. What are the material names in Blender?
They are the same as the corresponding VTF and VMT file names
Can you send me the files? I wanna have a look.
Here's how I make it:
(note: the export folder is named 'AK47_DK')
1) Shamelessly stealing models from RustSDK, along with the textures and renaming them to whatever's the name of a piece of the model it's going to be assigned to
2) In Blender I assign the textures (which are contained in the export folder) to the model
3) I mark the whole model by clicking 'A', then click 'I' and click 'LocRotScale'
3) Using installed Blender Source Tools I pick the 'SMD' option, type 'anims' for the subfolder and finally put the export path to the export folder
4) I notice that one part of the model is in 'anims' folder, but I take it out of there and put in the export folder
5) Since I have all textures in .vmt and .vtf format I just use Crowbar to compile them
6) In Crowbar I give the path to the QC file, pick the 'Source Filmmaker' option that I made, from the 'Game that has the model compiler' drop-down menu
7) Here's the compiling info:
Compiling ".\akexp.qc" ...
qdir: "c:\users\zimny\desktop\ak47_dk\"
gamedir: "C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\bin\qcgenerator\"
g_path: "akexp.qc"
Building binary model files...
Working on "akexp.qc"
SMD MODEL barrel.smd
SMD MODEL body.smd
SMD MODEL maggrip.smd
SMD MODEL stock.smd
SMD MODEL anims\Armature.Action.smd
Processing LOD for material: ak47_lods__1_:barrel
Processing LOD for material: ak47_lods__1_:body
Processing LOD for material: ak47_lods__1_:mag_grip
Processing LOD for material: ak47_lods__1_:stock
---------------------
writing C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\bin\qcgenerator\models/AK47_DK\akexp.mdl:
bones 896 bytes (1)
animation x y ips angle
animations 128 bytes (1 anims) (3 frames) [0:00]
sequences 220 bytes (1 seq)
ik/pose 656 bytes
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
textures 268 bytes
keyvalues 0 bytes
bone transforms 0 bytes
bone flex driver 0 bytes
collision 0 bytes
total 2812
---------------------
writing C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\bin\qcgenerator\models/AK47_DK\akexp.vvd:
vertices 119280 bytes (2485 vertices)
vertices 189936 bytes (3957 vertices)
vertices 76416 bytes (1592 vertices)
vertices 77376 bytes (1612 vertices)
tangents 39760 bytes (2485 vertices)
tangents 63312 bytes (3957 vertices)
tangents 25472 bytes (1592 vertices)
tangents 25792 bytes (1612 vertices)
total 617408 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\bin\qcgenerator\models/AK47_DK\akexp.sw.vtx":
body parts: 32 bytes
models: 80 bytes
model LODs: 48 bytes
meshes: 36 bytes
strip groups: 132 bytes
strips: 140 bytes
verts: 86814 bytes
indices: 92784 bytes
bone changes: 8 bytes
everything: 180062 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\bin\qcgenerator\models/AK47_DK\akexp.dx80.vtx":
body parts: 32 bytes
models: 80 bytes
model LODs: 48 bytes
meshes: 36 bytes
strip groups: 132 bytes
strips: 140 bytes
verts: 86814 bytes
indices: 92784 bytes
bone changes: 40 bytes
everything: 180094 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\bin\qcgenerator\models/AK47_DK\akexp.dx90.vtx":
body parts: 32 bytes
models: 80 bytes
model LODs: 48 bytes
meshes: 36 bytes
strip groups: 132 bytes
strips: 140 bytes
verts: 86814 bytes
indices: 92784 bytes
bone changes: 40 bytes
everything: 180094 bytes
Completed "akexp.qc"
... Compiling ".\akexp.qc" finished. Check above for any errors.
[editline]29th June 2016[/editline]
@Chucky I've sent it to you
Are you [I]sure[/I] the material names are correct? These ones here:
[IMG]http://puu.sh/pKsp6/e8c0c17264.png[/IMG]
That's the only place I can think of where something can go wrong. Materials don't just get randomly renamed on compile.
You can also try this:
[IMG]http://puu.sh/pKsvI/44957a6e32.png[/IMG]
That'll give you a list of material names in each SMD as they are processed.
They are incorrect in there, thank you!
[editline]29th June 2016[/editline]
The textures are now recognized by Crowbar, but when I put the model in SFM, it doesn't have any textures at all.
[QUOTE=Zimny;50616965]They are incorrect in there, thank you!
[editline]29th June 2016[/editline]
The textures are now recognized by Crowbar, but when I put the model in SFM, it doesn't have any textures at all.[/QUOTE]
because you made something wrong with the .vmt files.
in $cdmaterials, it says "models/AK47_DK"
The following .vmt files were typed in this texture path: (that's why it causing this texture problem)
"$basetexture" "AK47_DK/stock"
when it needs to be named as
"$basetexture" "models/AK47_DK/stock"
so, you have to put your .vmt and .vtf files at materials/models/AK47_DK/
And as well as put "models/" before the AK47_DK on every code in the .vmt file
I've done that, doesn't do anything. I'm going to re-do it all again
[QUOTE=Zimny;50617294]I've done that, doesn't do anything. I'm going to re-do it all again[/QUOTE]
If you still have the texture problem, add me on Steam and I will help you further.
I added you. Just a few things I wanted to clarify:
- When adding textures in Blender I should add my .tga textures, not the .vtf ones
- Blender items like Cameras and Lights don't matter
- The whole operation is performed in a folder on my Desktop (should it rather be in SFM usermod folder?)
[editline]29th June 2016[/editline]
Would you be able to work anything out from the files I've sent you if you have some spare time?
I know it's not the point for you to do the work for me, but I'd be able to see exactly how it's done and try it on 50+ other models I want to transfer.
I really appreciate your help guys :cat:
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