Hello guys, i've got a question.
i read a tutorial wich shows how i can make own models, i already creadet a simple picture frame wich is build out of a wooden plate, the picture and a golden plate with my name on it.
Now i wanted to make more frames with diffrent pictures, but i dont want to have over 10 diffrent models. i want to have one single frame in wich i can change the picture with the "Skin changer tool" (or stool? I forgot)
but i dont know how i can do this!
please could anyone help me?
in qc paste something like this below the "$cdmaterials" line
[code]
$texturegroup blablablah
{
[TAB]{ "texture_1" }
[TAB]{ "texture_etc"
Et cetera
}
[/code]
The line you're interested in is <<{ "texture_x" }>> replace the texture_x with your material name, and [TAB] with tapping the TAB button.
Look here for more info:
https://developer.valvesoftware.com/wiki/$texturegroup
Not sure what might be wrong with that, but here's a snippet from a .qc file I know is working:
[code]
$texturegroup skinfamilies
{
{ "logcluster_01.vmt" }
{ "logcluster_01b.vmt" }
}
[/code]
(you can probably omit .vmt from that)
Also take note that if you are using multiple textures for one model you have to include all of them, like so:
[code]
$texturegroup skinfamilies
{
{ "birchbark.vmt" "branch_01.vmt" "twigs_01.vmt" }
{ "birchbark.vmt" "branch_01b.vmt" "twigs_01.vmt" }
}
[/code]
guess i forgot the *.vmt, or should i try it with
[code]$texturegroup skinfamilies
{
{ "skin1_textured.vmt" "skin2_textured.vmt" ... "skin15_textured.vmt" }
}[/code]
[QUOTE=MrFunreal;33631016]guess i forgot the *.vmt, or should i try it with
[code]$texturegroup skinfamilies
{
{ "skin1_textured.vmt" "skin2_textured.vmt" ... "skin15_textured.vmt" }
}[/code][/QUOTE]
I don't think .vmt is needed, and no, that is the syntax for multiple textures (as in one skin uses several textures). Try the first example I posted.
Try naming your original texture "skin_textured" and the other ones like "skin_textured2", "skin_textured3" and so on.
i made some little progress, now i can change the skins as i want, but i've got 14 times the black-purple checkered texture and one picture that i can see :/
my compile.qc looks now like:
[code]$modelname "bild/bild.mdl"
$cdmaterials "models/bild"
$texturegroup skinfamilies
{
{ "skin_textured1" }
{ "skin_textured2" }
{ "skin_textured3" }
{ "skin_textured4" }
{ "skin_textured5" }
{ "skin_textured6" }
{ "skin_textured7" }
{ "skin_textured8" }
{ "skin_textured9" }
{ "skin_textured10" }
{ "skin_textured11" }
{ "skin_textured12" }
{ "skin_textured13" }
{ "skin_textured14" }
{ "skin_textured15" }
}
$scale 1.0
$surfaceprop "Paper"
$body "Body" "bild.smd"
$sequence "idle" "bild.smd" fps 30
$collisionmodel "bild_collision.smd"
{
$mass 40
}[/code]
i think the problem is, that gmod cant find the other textures. am I right?
edit: i can only see "skin_textured7"
You must open up each one of your 15 skin_textured.vmts and check if they lead to the right file.
Your first should look something like this:
[code]"Vertexlitgeneric"
{
"$basetexture" "models/bild/skin_textured1"
}[/code]
Second one like this
[code]"Vertexlitgeneric"
{
"$basetexture" "models/bild/skin_textured2"
}[/code]
(assuming your vtfs are in the same folder, otherwise, make sure the .vmt leads to the .vtf path+file)
etc.
And are they in the proper ordner? It MUST be "models/bild" as specified in the .qc file, otherwise the .mdl won't find them.
okay, i opened the vmt's ans i got this weird stuff:
first texture:
[code]"VertexlitGeneric"
{
"$basetexture" "models/bild/skin1_textured"
}
[/code]
second:
[code]"VertexlitGeneric"
{
"$basetexture" "models/bild/bed_textured"
}
[/code]
thats my problem XD i changet the file names but didn't know that in the vmt's nothing changes.
i'll try my luck
Edit: still wont work -_- it's starting to get annoying
Edit2:
i took a look on the compile progress and the bild.mdl said this:
[QUOTE]
writing C:\Programme\Steam\SteamApps\mrfunreal\garrysmod\garrysmod\models/bild/bild.mdl:
bones 896 bytes (1)
animations 136 bytes (1 anims) (1 frames) [0:00]
sequences 220 bytes (1 seq)
ik/pose 164 bytes
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
textures 1696 bytes
keyvalues 0 bytes
bone transforms 0 bytes
Collision model volume 2410.40 in^3
collision 0 bytes
total 3900
[/QUOTE]
is that normal?
eventually made i a mistake in milkshape
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