• exporting issue
    5 replies, posted
I want to port a TS12 model in Source, but when I compile the .smd files and insert all the compiled files in the game, all I got is an invisible model with the green halo. I tried multiple times to export again every .smd with Cannonfodder's plugins, reviewed the .qc and compiled with both GUI Studio and Crowbar, but the model is still invisible. Then, I noticed that the .smd files are around 20 mb, and the compiled files (.vtx, .mdl etc) are barely 2-3 kilobytes... Dafuq is going wrong? .-. Here's the .qc file: [code]$modelname "bumblebee\bumblebee.mdl" $scale 1 $body mybody "bumblebee_ref.smd" $surfaceprop metal $cdmaterials "models\bumblebee\" $sequence idle "bumblebee_idle.smd" loop fps 1 $collisionmodel "bumblebee_phys.smd" { $concave }[/code] And here's the compile log of Crowbar: [code]Compiling with Crowbar 0.34.0.0: "C:\Users\Ale\Desktop\drgw_bumblebee\compile\bumblebee.qc" ... Compiling ".\bumblebee.qc" ... qdir: "c:\users\ale\desktop\drgw_bumblebee\compile\" gamedir: "E:\Program Files\Steam\steamapps\common\Half-Life 2\hl2\" g_path: "bumblebee.qc" Building binary model files... Working on "bumblebee.qc" SMD MODEL bumblebee_ref.smd SMD MODEL bumblebee_idle.smd SMD MODEL bumblebee_phys.smd Collision model completed. --------------------- writing E:\Program Files\Steam\steamapps\common\Half-Life 2\hl2\models/bumblebee\bumblebee.mdl: bones 676 bytes (0) animation x y ips angle @idle 0.00 0.00 : 0.00 ( 90.00) 100.0 animations 112 bytes (1 anims) (101 frames) [1:41] sequences 216 bytes (1 seq) ik/pose 164 bytes eyeballs 0 bytes (0 eyeballs) flexes 0 bytes (0 flexes) textures 4 bytes keyvalues 0 bytes bone transforms 0 bytes bone flex driver 0 bytes collision 0 bytes total 1248 --------------------- writing E:\Program Files\Steam\steamapps\common\Half-Life 2\hl2\models/bumblebee\bumblebee.vvd: vertices 0 bytes (0 vertices) tangents 0 bytes (0 vertices) total 64 bytes --------------------- Generating optimized mesh "E:\Program Files\Steam\steamapps\common\Half-Life 2\hl2\models/bumblebee\bumblebee.sw.vtx": body parts: 8 bytes models: 20 bytes model LODs: 12 bytes meshes: 0 bytes strip groups: 0 bytes strips: 0 bytes verts: 0 bytes indices: 0 bytes bone changes: 8 bytes everything: 72 bytes --------------------- Generating optimized mesh "E:\Program Files\Steam\steamapps\common\Half-Life 2\hl2\models/bumblebee\bumblebee.dx80.vtx": body parts: 8 bytes models: 20 bytes model LODs: 12 bytes meshes: 0 bytes strip groups: 0 bytes strips: 0 bytes verts: 0 bytes indices: 0 bytes bone changes: 8 bytes everything: 72 bytes --------------------- Generating optimized mesh "E:\Program Files\Steam\steamapps\common\Half-Life 2\hl2\models/bumblebee\bumblebee.dx90.vtx": body parts: 8 bytes models: 20 bytes model LODs: 12 bytes meshes: 0 bytes strip groups: 0 bytes strips: 0 bytes verts: 0 bytes indices: 0 bytes bone changes: 8 bytes everything: 72 bytes Completed "bumblebee.qc" ... Compiling ".\bumblebee.qc" finished. Check above for any errors. ... Compiling with Crowbar 0.34.0.0: "C:\Users\Ale\Desktop\drgw_bumblebee\compile\bumblebee.qc" finished.[/code]
the VMT parameters could be something other than "VertexLitGeneric"
[QUOTE=isaa1;51096572]the VMT parameters could be something other than "VertexLitGeneric"[/QUOTE]Or check if there is "$no_draw" "1" in VMT and remove it.
[QUOTE=SkullManPL;51098811]Or check if there is "$no_draw" "1" in VMT and remove it.[/QUOTE] All I got in the .vmt is [code] "LightmappedGeneric" { "$basetexture" "models/bumblebee/2-8-2_473_cab_01" } [/code] And this is what I see every time: [IMG]https://i.gyazo.com/648937b9897da5ed618953be449d044b.jpg[/IMG] [editline]24th September 2016[/editline] [QUOTE=isaa1;51096572]the VMT parameters could be something other than "VertexLitGeneric"[/QUOTE] I don't think that's something about textures. As I said, the ref.smd is the right size (20 mb), and the compiled files are all 1-2 kb, which I think they are too small compared to the ref.
You are not supposed to use LightmappedGeneric, use VertexLitGeneric instead.
[QUOTE=Gmod4phun;51099217]You are not supposed to use LightmappedGeneric, use VertexLitGeneric instead.[/QUOTE] Still invisible.
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