• Model texture rendering issue...
    9 replies, posted
So I've been trying to port over the Bastard Sword into GMod appropriately scaled and with the sheath. If I can get this to work, then I can start porting over all the Dark Souls weapons for GMod. However, I seem to have run into a problem with the texturing. I can get it to render properly in blender, but when I spawn it in GMod it doesn't work at all. I'm still looking up VMT tutorials but so far I haven't been able to get it to work... :( This is what I have so far. It has a working collision and physics model and is properly scaled. Now I'm just trying to get the textures to work, but no luck so far after hours of messing around and looking up tutorials. My VMT is currently still barebones since I'm still trying to figure out UV mapping in Blender. It works in the program... just not in GMod. :/ [IMG]http://i1288.photobucket.com/albums/b500/Kokurokoki/gm_research0000_zps50452495.jpg[/IMG] VMT file: [code] "VertexLitGeneric" { "$basetexture" "models/bastardsword" "$model" 1 } [/code]
[QUOTE=Kokurokoki;43954758] VMT file: [code] "VertexLitGeneric" { "$basetexture" "models/bastardsword" "$model" 1 } [/code][/QUOTE] Well, what is the Texture name in Blender? if its a completely different name in Blender. Rename the "bastardsword" to the name of the Texture in Blender. Like, if ur Texture was named DarkSword.tga In Blender, but the .vtf was named bastardsword, you cant have that. you NEED to have both textures the exact same name (Darksword.tga / Darksword.vtf)
[QUOTE=God of Pro's!;43954794]Well, what is the Texture name in Blender? if its a completely different name in Blender. Rename the "bastardsword" to the name of the Texture in Blender. Like, if ur Texture was named DarkSword.tga In Blender, but the .vtf was named bastardsword, you cant have that. you NEED to have both textures the exact same name (Darksword.tga / Darksword.vtf)[/QUOTE] Ugh... so we have to use tga files? Well that was a hella fail then. The tutorials I found were using pngs and they stated that you could save them as whatever... Blargh... I'll get working on it tomorrow and see what I can figure out. For now... sleeping time...
[QUOTE=Kokurokoki;43954916]Ugh... so we have to use tga files?[/QUOTE]Not really. The extensions for the files are replaced with VTF for the compiled version, so whatever it was originally doesn't matter.
[QUOTE=RTB;43955025]Not really. The extensions for the files are replaced with VTF for the compiled version, so whatever it was originally doesn't matter.[/QUOTE] so as long as I have the same filename for the VTF as the png I mapped the prop to, it should work? EDIT: Still no luck... :(
this is what it looks like in Blender. I have the sword UV-mapped and everything, but nothing is showing up in Gmod when I spawn it. I still get the checkered black and purple textures... :( [IMG]http://i1288.photobucket.com/albums/b500/Kokurokoki/Screenshot30_zpsa83654ee.png[/IMG]
Try using [URL="http://www.wunderboy.org/download.php?file=MDLTextureInfo_1.0.zip&s=1"]this[/URL]. Just drag the compiled .MDL file for your model onto it, and it should tell you what the name of the .VMT is for the model.
[QUOTE=Katra804;43961415]Try using [URL="http://www.wunderboy.org/download.ph...fo_1.0.zip&s=1"]this[/URL]. Just drag the compiled .MDL file for your model onto it, and it should tell you what the name of the .VMT is for the model.[/QUOTE] It says file not found... :( EDIT: Nevermind, I found it on the site. It seems for some reason it was looking in the Props folder which didn't exist in my model's materials. I've moved some files around and I'm going to try it out now...
Try again. For some reason, the link didn't copy properly before. Should work now, though.
I found it and fixed the problem. Thanks a lot for your help Katra! With this, I can say that I'm going to be working on the Dark Souls weapons which should be released in a few weeks if I can stay on schedule. Now all that's left for me to do is to remake the models with proper bump mapping and bodygroups and I should be good to release the weapons.
Sorry, you need to Log In to post a reply to this thread.