• Do UV's and materials matter when exporting an SMD from Blender?
    6 replies, posted
I've recently been trying to put my own models is Garry's Mod, but they always show up invisible. I created a cube in Blender and exported it after unwrapping it and giving it a material and texture named "cube" I then exported the texture using VTFedit, called it "cube" and put it in the materials folder under a folder called "zack" (I put a VMT in there as well) After compiling the SMD files, I opened them in the Model Viewer (hlmv.exe), the models were completely invisible unless i set the Render mode to "UV Chart" They are also completely invisible in-game unless i shoot it with the material tool. In my qc i set... $cdmaterials "zack" I will upload any files needed
Can you post the VMT? Also make sure the shader is not LightmappedGeneric, but VertexLitGeneric - as that is invisible on models, and should only be used on world brushes.
Yeah, this is probably the problem, and regarding the title, yes, the UV made in blender is the same used in source, the material isn't as important but the name and which vertices it's applied to are.
Ok so the name decides which files it will use within the cdmaterials directory? Not at my computer right now but I'm pretty sure I just left it on lightmappedgeneric because my dumb ass just saw "generic" and thought it was the same thing
It's hard to explain how materials work to someone who has only just started, luckly for me I already did that, so you can read up some of the answers I gave in this thread, that should cover it: Just ported a model but 2 issues occured
I know how material slots work in blender
Well luckly for you I got just the right thread that explains a lot of how materials work in source! Just ported a model but 2 issues occured I can't believe how useful that thread is.
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