• Model is Invisible in Source SDK and In-game.
    13 replies, posted
Okay so I got bored of the normal HL2 Fast Zombie so I decompiled the L4D Hunter and replaced. Some other person did this, and failed. Mine works just invisible. So yeah here is the .QC [code]$cd "C:\Program Files\Steam\steamapps\*blur*\garrysmod\garrysmod\addons\Left4Dead 2" $modelname "Zombie/Fast.mdl" $model "studio" "hunter.smd" $cdmaterials "models\player\techknow\l4d\" // Model uses material "hunter.vmt" $lod 8 { replacemodel "hunter.smd" "lod1_Zombiefast_reference" } $lod 20 { replacemodel "hunter.smd" "lod2_Zombiefast_reference" } $lod 40 { replacemodel "hunter.smd" "lod3_Zombiefast_reference" } $lod 80 { replacemodel "hunter.smd" "lod4_Zombiefast_reference" } $lod 20 { replacemodel "hunter.smd" "lod5_Zombiefast_reference" } $poseparameter move_yaw -180.00 180.00 $cdmaterials "models\zombie_fast\" $cdmaterials "models\headcrab\" // Model uses material "fast_zombie_sheet.vmt" // Model uses material "allinonebacup2.vmt" $attachment "headcrab" "ValveBiped.HC_BodyCube" -0.00 -1.50 0.00 rotate 0.00 0.00 70.00 $attachment "head" "ValveBiped.HC_BodyCube" -0.00 0.00 0.00 rotate 0.00 0.00 0.00 $attachment "chest" "ValveBiped.Bip01_Spine4" -4.00 0.00 3.00 rotate -70.00 0.00 -180.00 $attachment "Blood_Left" "ValveBiped.Bip01_L_Finger2" 0.00 -0.00 -0.00 rotate -0.00 0.00 0.00 $attachment "Blood_Right" "ValveBiped.Bip01_R_Finger2" -0.00 0.00 0.00 rotate -0.00 0.00 -0.00 $attachment "Cable1a" "ValveBiped.Bip01_L_Forearm" 0.00 -0.00 0.00 rotate 0.00 0.00 0.00 $attachment "Cable1b" "ValveBiped.Bip01_L_Hand" 0.00 0.00 0.00 rotate 0.00 -0.00 0.00 $attachment "Cable2a" "ValveBiped.Bip01_R_Forearm" 0.00 -0.00 0.00 rotate -0.00 -0.00 0.00 $attachment "Cable2b" "ValveBiped.Bip01_R_Hand" 0.00 -0.00 -0.00 rotate 0.00 -0.00 0.00 $surfaceprop "flesh" $eyeposition 0.000 0.000 64.000 $illumposition 4.406 2.231 26.532 $sequence idle "idle" loop ACT_IDLE 1 fps 30.00 $sequence idle_angry "idle_angry" loop ACT_IDLE_ANGRY 1 fps 30.00 $sequence idle_onfire "idle_onfire" loop ACT_IDLE_ON_FIRE 1 fps 30.00 $sequence Run "Run" loop ACT_RUN 1 fps 30.00 { { event AE_FASTZOMBIE_GALLOP_LEFT 5 } { event AE_FASTZOMBIE_GALLOP_RIGHT 9 } } $sequence Leap "Leap" ACT_RANGE_ATTACK1 1 fps 30.00 { { event AE_FASTZOMBIE_LEAP 8 } } $sequence LeapStrike "LeapStrike" loop ACT_FASTZOMBIE_LEAP_STRIKE 1 fps 26.00 $sequence LandRight "LandRight" ACT_FASTZOMBIE_LAND_RIGHT 1 fps 30.00 $sequence LandLeft "LandLeft" ACT_FASTZOMBIE_LAND_LEFT 1 fps 30.00 $sequence Melee "Melee" loop ACT_MELEE_ATTACK1 1 fps 30.00 { { event AE_ZOMBIE_ATTACK_RIGHT 3 } { event AE_ZOMBIE_ATTACK_LEFT 7 } } $sequence climbmount "climbmount" fps 30.00 $sequence climbloop "climbloop" loop ACT_CLIMB_UP 1 fps 30.00 { { event AE_FASTZOMBIE_CLIMB_LEFT 5 } { event AE_FASTZOMBIE_CLIMB_RIGHT 12 } } $sequence climbdismount "climbdismount" ACT_CLIMB_DISMOUNT 1 fps 30.00 $sequence JumpNavMove "JumpNavMove" ACT_JUMP 1 fps 30.00 $sequence leap_start "leap_start" fps 30.00 $sequence leap_loop "leap_loop" loop fps 30.00 $sequence leap_land "leap_land" fps 30.00 $sequence BR2_Roar "BR2_Roar" ACT_FASTZOMBIE_FRENZY 1 fps 30.00 $sequence BR2_Attack "BR2_Attack" ACT_FASTZOMBIE_BIG_SLASH 1 fps 30.00 { { event AE_ZOMBIE_ATTACK_RIGHT 18 } } $animation a_Walks "a_Walks" loop fps 30.000000 $animation a_WalksE "a_WalksE" loop fps 30.000000 $animation a_WalkE "a_WalkE" loop fps 30.000000 $animation a_WalkNE "a_WalkNE" loop fps 30.000000 $animation a_WalkN "a_WalkN" loop fps 30.000000 $animation a_WalkNW "a_WalkNW" loop fps 30.000000 $animation a_WalkW "a_WalkW" loop fps 30.000000 $animation a_WalkSW "a_WalkSW" loop fps 30.000000 $sequence walk_all "a_Walks" loop ACT_WALK 1 fps 30.00 { { event AE_ZOMBIE_STEP_RIGHT 7 } { event AE_ZOMBIE_STEP_LEFT 16 } blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalksE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_Walks } $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00 $ikchain rfoot ValveBiped.Bip01_R_Foot knee 0.774 -0.633 0.000 $ikchain lfoot ValveBiped.Bip01_L_Foot knee 0.000 0.000 0.000 $ikchain rhand ValveBiped.Bip01_R_Hand knee 0.759 0.651 -0.000 $ikchain lhand ValveBiped.Bip01_L_Hand knee 0.726 0.688 0.000 $collisionjoints "phymodel.smd" { $mass 95.0 $inertia 2.00 $damping 0.01 $rotdamping 0.40 $rootbone "valvebiped.bip01_pelvis" $jointconstrain "valvebiped.bip01_spine" x limit -32.00 32.00 0.20 $jointconstrain "valvebiped.bip01_spine" y limit -39.00 39.00 0.20 $jointconstrain "valvebiped.bip01_spine" z limit -15.00 40.00 0.20 $jointconstrain "valvebiped.bip01_spine2" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_spine2" y limit 0.00 0.00 0.20 $jointconstrain "valvebiped.bip01_spine2" z limit -41.00 41.00 0.20 $jointconstrain "valvebiped.bip01_l_upperarm" x limit -30.00 61.00 0.20 $jointconstrain "valvebiped.bip01_l_upperarm" y limit -90.00 48.00 0.20 $jointconstrain "valvebiped.bip01_l_upperarm" z limit -106.00 68.00 0.20 $jointmassbias "valvebiped.bip01_l_forearm" 2.00 $jointconstrain "valvebiped.bip01_l_forearm" x limit 1.00 1.00 0.20 $jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.20 $jointconstrain "valvebiped.bip01_l_forearm" z limit -102.00 44.00 0.20 $jointmassbias "valvebiped.bip01_l_hand" 2.00 $jointconstrain "valvebiped.bip01_l_hand" x limit -39.00 39.00 0.20 $jointconstrain "valvebiped.bip01_l_hand" y limit -19.00 19.00 0.20 $jointconstrain "valvebiped.bip01_l_hand" z limit -64.00 26.00 0.20 $jointconstrain "valvebiped.bip01_r_upperarm" x limit -41.00 37.00 0.20 $jointconstrain "valvebiped.bip01_r_upperarm" y limit -44.00 90.00 0.20 $jointconstrain "valvebiped.bip01_r_upperarm" z limit -106.00 68.00 0.20 $jointmassbias "valvebiped.bip01_r_forearm" 2.00 $jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 0.20 $jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" z limit -41.00 93.00 0.20 $jointconstrain "valvebiped.bip01_r_thigh" x limit -28.00 30.00 0.20 $jointconstrain "valvebiped.bip01_r_thigh" y limit -37.00 26.00 0.20 $jointconstrain "valvebiped.bip01_r_thigh" z limit -82.00 44.00 0.20 $jointmassbias "valvebiped.bip01_r_calf" 2.00 $jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.20 $jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.20 $jointconstrain "valvebiped.bip01_r_calf" z limit -8.00 130.00 0.20 $jointmassbias "valvebiped.bip01_r_foot" 2.00 $jointconstrain "valvebiped.bip01_r_foot" x limit -30.00 30.00 0.20 $jointconstrain "valvebiped.bip01_r_foot" y limit -28.00 28.00 0.20 $jointconstrain "valvebiped.bip01_r_foot" z limit -30.00 26.00 0.20 $jointconstrain "valvebiped.bip01_l_thigh" x limit -37.00 30.00 0.20 $jointconstrain "valvebiped.bip01_l_thigh" y limit -30.00 19.00 0.20 $jointconstrain "valvebiped.bip01_l_thigh" z limit -75.00 39.00 0.20 $jointmassbias "valvebiped.bip01_l_calf" 2.00 $jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" z limit -8.00 130.00 0.20 $jointmassbias "valvebiped.bip01_l_foot" 2.00 $jointconstrain "valvebiped.bip01_l_foot" x limit -10.00 10.00 0.20 $jointconstrain "valvebiped.bip01_l_foot" y limit -17.00 17.00 0.20 $jointconstrain "valvebiped.bip01_l_foot" z limit -21.00 39.00 0.20 $jointmassbias "valvebiped.bip01_r_hand" 2.00 $jointconstrain "valvebiped.bip01_r_hand" x limit -58.00 58.00 0.20 $jointconstrain "valvebiped.bip01_r_hand" y limit -28.00 28.00 0.20 $jointconstrain "valvebiped.bip01_r_hand" z limit -35.00 46.00 0.20 } [/code] I am like so mad! But yeah so please help. Person who helps me fix it gets 20,000 internetz cookiez, that is all I have left :ninja::hf::jihad: BTW: This will not be realesed to public unless further info.
Can we see the .vmt for it?
Sure, but I think it has somethin to do with LOD now the VMT [code]"LightmappedGeneric" { "$basetexture" "Program Files/Steam/steamapps/*blur*/garrysmod/garrysmod/addons/Left4Dead 2/hunter" } [/code]
This is your error: LightmappedGeneric is for mapping, you need this one : VertexlitGeneric
[QUOTE=beat the zombie;21615406]This is your error: LightmappedGeneric is for mapping, you need this one : VertexlitGeneric[/QUOTE] Well... that might be help thanks! I tried it in Source SDK but I still couldn't see it. So I am gonna try [highlight]IN-GAME[/highlight]
And maybe you'll need a kind of VMT like this : "VertexlitGeneric" { "$basetexture" "material path (no .vtf at the end" "$normalmap" "normal map path(option)" "$surfaceprop" "surface you want, there is a list in VTF edit" }
[QUOTE=beat the zombie;21616121]And maybe you'll need a kind of VMT like this : "VertexlitGeneric" { "$basetexture" "material path (no .vtf at the end" "$normalmap" "normal map path(option)" "$surfaceprop" "surface you want, there is a list in VTF edit" }[/QUOTE] I tried your first idea didn't work. Also I think I just need normal.
try getting rid of the LODs
Okay I am gonna try that. If that works Highvoltage gets 20,000 internet cookiez. :ninja::hf::jihad:
I'm pretty sure that your VMT is still 100% wrong, even though that's not what's causing the problem at the moment. All paths in your VMT need to be relative to the "materials" directory in your game/mod directory.
Well it is done now. So the winner of teh cookiez, is Highvoltage. Yay for you. Just don't barf up them all. :barf:
Well. Now I need to get the textures to work.
What is your problem? If it's purple and black square of death then try to look if the path is set correctly.
Yeah I know. It said this \l4d\textures when it should of said this models\l4d\textures thx btw
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