Hello :)
I made my own model, rigged and all. (a lot of work, that is lol)
When I go and spawn her in garry's mod, the spawn icon shows her pink and she spawns completely invisible, but I can pick her up and mover her around -with sounds.
When I look at her in the model viewer, I see her pink (neither times when she is pink is it the checkered one, just pink) but her animations and everything work (my point is not really a NPC right now, just a working ragdoll this is my first attempt) ((on a side note her weight maps are a little off and her fingers stretch...could that be a problem? everything else seems fin, but I can only guess amongst the pink)
So I am assuming it is a vmt/vmf problem. Well I keep trying to mess around with the materials and 'fix' it but to no avail....any ideas/help?
much appreciated.
(sorry if this is not a appropriate spot...)
Edit:I can put screen shots of needed
check your texture paths, cause its wrong if its invisible
[QUOTE=plasmid;27741054]check your texture paths, cause its wrong if its invisible[/QUOTE]
Missing materials would still give a checkered pattern, I believe. This sounds more like a model path issue.
OP, is your model compiled correctly and are your paths defined right?
[QUOTE=Seiaku;27736907]Hello :)
I made my own model, rigged and all. (a lot of work, that is lol)
When I go and spawn her in garry's mod, the spawn icon shows her pink and she spawns completely invisible, but I can pick her up and mover her around -with sounds.
When I look at her in the model viewer, I see her pink (neither times when she is pink is it the checkered one, just pink) but her animations and everything work (my point is not really a NPC right now, just a working ragdoll this is my first attempt) ((on a side note her weight maps are a little off and her fingers stretch...could that be a problem? everything else seems fin, but I can only guess amongst the pink)
So I am assuming it is a vmt/vmf problem. Well I keep trying to mess around with the materials and 'fix' it but to no avail....any ideas/help?
much appreciated.
(sorry if this is not a appropriate spot...)
Edit:I can put screen shots of needed[/QUOTE]
post your VMT's if you would and also when you made the vtfs/vmts did you use the group changer in vtf edit because if so then i know the proplem but post the vmts
its either your model path or your texture path, you could have your model outside its folder, I do that sometimes by mistake
Sorry for a long response XD I tried re -compiling, but since this is my first ragdoll attempt, I am sure it is my n00bish self missing something.
the paths are as follows (and again, how would I go about putting files on here so that you guys can access them...?)
vmt:
"VertexlitGeneric"
{
"$basetexture" "models\FemaleHunter\FemaleHunter"
}
[B]and the model (for garry's mod addons) sits in this directory:[/B]
E:\Program Files\Steam\steamapps\mysteamname\garrysmod\garrysmod\addons\FemaleHunter\models\FemaleHunter
[B]by looking at this I might have found a problem...
becuase in the compile qc directory it reads this for the model and material:[/B]
$modelname female\FemaleHunter.mdl
$cdmaterials models\FemaleHunter
//start eye/face data
$eyeposition 0 0 70
// head controllers
$attachment "eyes" "ValveBiped.Bip01_Head1" -0.0454 -3.2682 67.3843 absolute
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.80 -5.50 0.10 rotate 0 -80 -90
$attachment "chest" "ValveBiped.Bip01_Spine2" 5.00 4.00 0.00 rotate 0 90 90
$model male_05 "FemaleHunter.smd"{
$include "humans_sdk/bodyrules_xsi.qci"
}
//end eye/face data
$surfaceprop "flesh"
$bbox -13 -13 0 13 13 72
$mostlyopaque
$include "humans_sdk/standardhierarchy.qci"
$include "humans_sdk/standardikchains.qci"
$alwayscollapse "Male_01"
$alwayscollapse "XSISceneRoot"
$proceduralbones "humans_sdk/female.vrd"
$include "humans_sdk/Female/commonbones.qci"
$includemodel humans/female_shared.mdl
$includemodel humans/female_ss.mdl
$includemodel humans/female_gestures.mdl
$includemodel humans/female_postures.mdl
$pushd "humans_sdk/Male/"
$include "humans_sdk/Male/hitbox.qci"
$include "humans_sdk/Male/ragdoll.qci"
$popd
[B]and the models actual directory seems to be mixed up here maybe:[/B]
E:\Program Files\Steam\steamapps\mysteamname\half-life 2\hl2\models\female\FemaleHunter
thank you for the help!
Soo....?
do you guys need more information?
I tried recompiling with different texture paths and....nope
I will keep messing around with it.
Post the .smd i'll try compiling it for you?
[QUOTE=Jacknife;27799479]Post the .smd i'll try compiling it for you?[/QUOTE]
Sure thing I will PM you about it?
Never mined he is 'busy" XD
I am going to keep messing around, so if anyone else can help me ^^; I will recompile it and mess around with locations. I did that earlier and the model was completely messed up this time, but I saw a texture...just pink. Then I fixed the model to work right but it messed up completely...so I am baffled.
So I have started a new model to just start fresh and I still have a material problem, but now it is checkered so I can figure it out from here....maybe
but my new model still has the same problem as my other one;
the fingers of both rigs seems to either be weighted wrong, or they....I don't know they stretch out through the model in animations and all.
any ideas? I will look around more.
I'm not sure if this will change anything, but try having $cdmaterials in this format, including the last slash:
$cdmaterials "models\femalehunter\
Also when working with models, don't work from within the addons folder. Extract the models/materials to the main garrysmod/garrysmod directory. That way, you won't have any problems with Gmod mounting new content. Use Model Viewer in the Source SDK too. With Model Viewer, you can refresh the model any time and instantly get an update on changes to the model.
For the finger problem, was this an imported model from another game (with a skeleton already?) Does the stretching occur when you try to weight custom fingers?
[QUOTE=oogaboogaman;28002942]I'm not sure if this will change anything, but try having $cdmaterials in this format, including the last slash:
$cdmaterials "models\femalehunter\
Also when working with models, don't work from within the addons folder. Extract the models/materials to the main garrysmod/garrysmod directory. That way, you won't have any problems with Gmod mounting new content. Use Model Viewer in the Source SDK too. With Model Viewer, you can refresh the model any time and instantly get an update on changes to the model.
For the finger problem, was this an imported model from another game (with a skeleton already?) Does the stretching occur when you try to weight custom fingers?[/QUOTE]
thank you I will try that right away ^^
now about the fingers, it is my own custom model, which did have a rig, but I made a new rig in XSI (maybe I forgot to delete the old one??I never saw the original one and thought rigs don't transfer)) and for some reason the fingers and hands get all...weirdly stretched and I don't understand if it is becuase some of the bones are maybe sticking out of the mesh or is it a weighting problem? I know weighting in XSI is so foreign to me XD but the animations and all that work in the model viewer. Just creepy stretching....o.O
I also merged 2 other models into one mesh and rigged it with the valve biped and the hand thing is worse. So I think it might be weighting....
I am really sad about this...I want this to finally work lol
Try putting it in models/female/FemaleHunter.
To the QC I recommend you don't use the pushd popd commands since I've seen them to be quite buggy at times.
Instead try to include the paths directly
for instance "..\males_Sdk\hiearachy.qci" or something like that.
But if you still want someone else to try and compile it I can take a quick look if it works fine on my end.
I have decided to maybe step back and work on head hacking instead for a bit... sorry for the long response back.
now I need to be able to make proper .qc files....man, I kinda fail.
thanks though for the help everyone
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