So I just hexed one of Bloo's citizen models to work on a perskin. I opened and edited a vtf, and once I put it back on the model I started getting this ingame.
[img]http://img4.uploadhouse.com/fileuploads/14680/14680934ae86eee5a1c0d911f0b036ed3c0dd3e8.jpg[/img]
I'm not familiar in this field, so any help is appreciated.
Pink and black checkers within source means the texture is missing.
Make sure that all the textures are in the right place, named the right thing, and the correct directory is inside the .vmt
Could you please provide the hexed model? I'd gladly take a look at it and point out where you went wrong.
I'm having the most difficult time finding a good site where I can upload it. Most sites are telling me that the upload failed :/
Filesmelt, Filefront.
your path to the normalmap is broken. check your vmt for missing files.
How can you be sure it's the Normal map? any missing texture does it.
Because of the nature of these checkers. A missing normal map will cause dark and bright spots on the model in the pattern of checkers, and it'll be accented with phong if it's enabled.
Since this guy hexed one of bloo's citizens, which have normal maps and phong, that's the most likely scenario.
Trust us, we do a lot of skinning -- Lt_C more so than I.
[QUOTE=Squiddy;32519189]Because of the nature of these checkers. A missing normal map will cause dark and bright spots on the model in the pattern of checkers, and it'll be accented with phong if it's enabled.
Since this guy hexed one of bloo's citizens, which have normal maps and phong, that's the most likely scenario.
Trust us, we do a lot of skinning -- Lt_C more so than I.[/QUOTE]
I'm not doubting that but it's more than likely IMO that he's edited the VTF name OR hasn't edited the materials path inside the hexed model itself.
[QUOTE=Drsalvador;32519682]I'm not doubting that but it's more than likely IMO that he's edited the VTF name OR hasn't edited the materials path inside the hexed model itself.[/QUOTE]
If he hadn't edited the material path then this problem wouldn't exist, as the normal map is specified in the same VMT as the base texture.
Either he's screwed up the VMT or he renamed the texture, in which case the VMT is technically still screwed up.
*sigh*
What i mean is he possibly hasn't edited the material path inside the .mdl itself. Not the VMT.
Looks like a missing normal. Forgot to pull it out with the other textures.
Thanks for the help :)
[editline]28th September 2011[/editline]
Yup. Just confirmed it. Working now. Again, thanks for the speedy response.
[QUOTE=Drsalvador;32520328]*sigh*
What i mean is he possibly hasn't edited the material path inside the .mdl itself. Not the VMT.[/QUOTE]
xD What I'm saying is that if that were the case, there wouldn't be a problem like this at all. Either it'd be all purple and black checkers, or it'd be perfectly fine. The .mdl doesn't specify where to find individual textures, just where to find the .vmt files.
That's what the "models\directory\" at the bottom of the .mdl is: where the model finds the .VMTs. If it can't find the .VMT, then it can't find the base texture, and it'll be all purple and black checkers.
If it can find the VMT, but the path for the bump map is incorrect, this'll happen because the bump map is [i]only[/i] specified in a .vmt.
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