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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