When I compile, the model has inverted faces, textures are missing and the physbox is wrong, and I don't know why.
[img]http://puu.sh/5iWAe.jpg[/img]
I know my model sucks and is extremely disproportionate, but I have to start somewhere.
I'm using the Blender Source Tools and the latest version of Blender.
If needed, I can upload the .blend file.
Looks like you need to flip your normals; ctrl+n. How are you assigning your textures?
Ctrl + N just asks me for confirmation about starting Blender with default settings, and I'm very sure the texture isn't too much of a problem since I've managed to correct it somehow with different models.
The hitbox is still an issue for me though.
Make sure you switch to Edit mode before you hit Ctrl-N.
And since your model is concave you need to put $concave in your $collisionmodel options. See [URL="https://developer.valvesoftware.com/wiki/$collisionmodel"]here[/URL] for more info.
Thanks! That's another one down.
The model in the OP is one I made at school so I don't really have access to it ATM. And yes, the gun model had 2 physboxes.
But I don't understand how $concave could have anything to do with the model below, as I just use a regular cube as a physbox here:
[img]http://puu.sh/5js2c.png[/img]
For some reason it seems to be displaced when compiling into mdl.
In blender, after I'm done with the mesh, I go into object mode and deselect everything to be sure that the next object won't merge, then I add a cube and align it with the mesh and then scene export. Is this how it's normally done?
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