Hi folks, just curious on how to export .blend files into garrysmodand hammer editor, ive found the export option but have no clue about which extension / format to use,
Any help much appreciated
Into Hammer? As in, a prop_physics or prop_static that you can place, or as actual brushwork?
[QUOTE=gman003-main;22302309]Into Hammer? As in, a prop_physics or prop_static that you can place, or as actual brushwork?[/QUOTE]
Yep, as a prop_... and then import the files into gmod
[editline]01:19PM[/editline]
[QUOTE=dvondrake;22304457][url=http://www.facepunch.com/showthread.php?t=734991]Seven threads down on the first page of this section[/url].[/QUOTE]
cheers, ill have a look at it n try figure it out :)
Thanks watched tutorial and was succesful in making several props, however a small problem is that the texture i used on it didnt work in gmod even after me putting the .vtf and .vmt in several places in the materials folder. any ideas?
p.s. great tutorial dvondrake helped lots
What's the .qc? Particularly, the line "$cdmaterials".
[QUOTE=gman003-main;22396267]What's the .qc? Particularly, the line "$cdmaterials".[/QUOTE]
you have to create the .qc and the idle.smd files yourself well i did, copy the text from the thread and put them into a new text file then rename to . qc or .smd
I meant, post the QC so we can see it.
[QUOTE=gman003-main;22401967]I meant, post the QC so we can see it.[/QUOTE]
ok here it is:
$modelname "props/flattv.mdl"
$body mybody "flattv.smd"
$staticprop
$surfaceprop "metal"
$cdmaterials "models/props"
$scale 1
$sequence idle "idle.smd" loop fps 1
$collisionmodel "flattv-phy.smd" {
$automass
$concave
}
$keyvalues
{
"prop_data"
{
"base" "Metal.Medium"
}
}
copied and edited direct from the forum that the tutorials on
p.s. already checked and have all the files in the folder when i compiled
The material should, based on your QC, be in materials/models/props/, with the same name as the SMD uses for the texture. It's usually the same name as the material in the editor, but it might not be.
If you open the SMD in Notepad, you can see exactly what material it's looking for. Line 11 should be "Triangles", the line after that will be the name of the material. Line numbers may vary though, so just look for the Triangles line.
Here's one SMD I had lying about, as an example:
[code]version 1
nodes
0 "Armature.001" -1
1 "Bone" -1
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
1 0.000000 0.000000 0.000000 -3.141591 0.000000 -0.000001
end
triangles
PlainCuirass
0 87.065460 -10.963275 -8.901482 0.183851 0.100047 -0.821250 0.446428 0.589059 0 0 1
0 89.591827 -10.976646 -8.356285 0.359321 0.074777 -0.763906 0.490308 0.604329 0 0 1
0 89.590851 -12.504575 -8.523932 0.320135 0.004423 -0.784702 0.496553 0.562322 0 0 1
PlainCuirass
0 87.065460 -12.495533 -9.107087 0.193111 -0.008768 -0.825181 0.452962 0.544873 0 0 1
0 87.065460 -10.963275 -8.901482 0.183851 0.100047 -0.821250 0.446428 0.589059 0 0 1
0 89.590851 -12.504575 -8.523932 0.320135 0.004423 -0.784702 0.496553 0.562322 0 0 1
...
[/code]
with the QC file starting like this:
[code]$modelname "props_tes\guard\guard_cuirass.mdl"
$body mybody "guard_cuirass.smd"
$cdmaterials "models\props_tes\guard"
[/code]
In this case, the material would be materials/models/props_tes/guard/plaincuirass.vmt
[QUOTE=gman003-main;22443527]The material should, based on your QC, be in materials/models/props/, with the same name as the SMD uses for the texture. It's usually the same name as the material in the editor, but it might not be.
If you open the SMD in Notepad, you can see exactly what material it's looking for. Line 11 should be "Triangles", the line after that will be the name of the material. Line numbers may vary though, so just look for the Triangles line.[/QUOTE]
Hi! Thanks alot prop now works so i am now an offical noob/novice modeller thanks guys (gman003, dvondrake) will leave good feedback or sumet lol :)
hi me again, again i am very grateful for previous advice and has all worked perfectly, but now i get this error when exporting using dvondrakes smd exporter: python script error check console and this is what the console tells me:
[code]
Compiled with Python version 2.6.2.
Checking for installed Python... got it!
Exporting static mesh to SMD...
Object: Cylinder
Mesh has UV.
Writing Faces...
Traceback (most recent call last):
File "C:\Games\Source Blender\.blender\scripts\smd_export-old.py", line 676, i
n file_callback
exporter.Export( filename )
File "C:\Games\Source Blender\.blender\scripts\smd_export-old.py", line 455, i
n Export
self.writeChunk()
File "C:\Games\Source Blender\.blender\scripts\smd_export-old.py", line 401, i
n writeChunk
self.writeFaces()
File "C:\Games\Source Blender\.blender\scripts\smd_export-old.py", line 354, i
n writeFaces
material = self.mesh.materials[ self.mesh.faces[ face.index ].materialIndex
]
IndexError: list index out of range
[/code]
any help much apprieciated, oh and i got this when exporting a cylinder with 8 faces (designed to be a pole so very long)
Does it have an assigned texture?
[QUOTE=gman003-main;22757421]Does it have an assigned texture?[/QUOTE]
yes has an assigned texture have managed to get it to work could it be something to do with how big it is because it is a very tall sign pole which extends way off the grid?
Are there any duplicate faces?
[QUOTE=gman003-main;22805045]Are there any duplicate faces?[/QUOTE]
not sure wt u mean lol i have managed to get 1 to work so thats fine now :) if u have any ideas as to why then thanks
I had a similar problem when porting some Oblivion models. In my case, it was because the models had multiple faces for the same set of vertices, facing opposite directions. The exporter doesn't seem to handle those well (it might be a problem with Source, actually), so I just deleted the back-facing ones.
[QUOTE=gman003-main;22858151]I had a similar problem when porting some Oblivion models. In my case, it was because the models had multiple faces for the same set of vertices, facing opposite directions. The exporter doesn't seem to handle those well (it might be a problem with Source, actually), so I just deleted the back-facing ones.[/QUOTE]
Cheers that probably was the problem as it makes sense because of what i was trying to make, been very helpful :)
Sorry, you need to Log In to post a reply to this thread.