• Model has missing texture no matter what I do.
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So, I finished rigging my model for L4D2. I textured it, I compiled it using my qc, and everything compiled just fine. Well, except the textures. So basically, the entire thing is missing textures. I set my $cdmaterials to the folder where my vtfs and vmt are. I double checked my program to see what names the texture has. I named them precisely to what they are in the model editor. I even named a second file to what the slot that uses the texture. However, doing either of those do nothing. I'm running out of ideas. All of the problems I find on google, do not help me at all. The fixes they have, didnt work for me. I used MDLTextureInfo to check even more, and i set my cdmaterials to said directory where the materials are. and well.....that still doesn't work. I checked my vmts, they seem to be okay in terms of displaying the texture. But they just don't want to do so. I'm just going to paste the materials section of my qc file. [code]$cdmaterials "models\eligrand1\sirknight\" $cdmaterials "models\eligrand1\" $texturegroup "skinfamilies" { { "sirnightmouth2.vmt" "sirnighteye.vmt" "sirnight.vmt" "gardevoireye2.vmt" "gardevoirmain.vmt" "gardevoirmouth.vmt" } { "sirnight_it.vmt" "gardevoirmouth_it.vmt" "sirnightmouth2_it.vmt" "gardevoireye2_it.vmt" "sirnighteye_it.vmt" "gardevoirmain_it.vmt" } }[/code] Yes, it is what you think it is. Set aside, I can't find any issues. I've been following this website, [url]https://sites.google.com/site/zeqmacaw/tutorials/modding-a-left-4-dead-2-survivor[/url] And so far helped me learn how to compile for source. but the part where it describes the qc files for compiling is so vague. Is there anything wrong here? Since I used a lot of useless vmts (Which i plan to remove after i figure out which ones work), i'll just paste the gardevoir name ones. gardevoireye2 [code]"VertexlitGeneric" { "$basetexture" "models/eligrand1/sirknight/gardevoireye2" } [/code] gardevoirmouth [code]"VertexlitGeneric" { "$basetexture" "models/eligrand1/sirknight/gardevoirmouth" } [/code] gardevoirmain [code]"VertexlitGeneric" { "$basetexture" "models/eligrand1/sirknight/gardevoirmain" "$bumpmap" "models/eligrand1/sirknight/gardevoirmain_normal" } [/code] And my gardevoirmain_it file. [code]patch { include "materials/models/survivors/survivors_it_shared.vmt" insert { "$basetexture" "models/eligrand1/sirknight/gardevoirmain" "$bumpmap" "models/eligrand1/sirknight/gardevoirmain_normal" } } [/code] And the It files are basically following the same structure. This is the compiling log. [code]Compiling... qdir: "c:\users\james\documents\l4d2 playermodels\gardevoir zoey\01 setup\" gamedir: "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\left4dead2\" g_path: "survivor_sirknight - Copy_hlmv.qc" Building binary model files... Working on "survivor_sirknight - Copy_hlmv.qc" SMD MODEL gardevoir.smd SMD MODEL survivor_teenangst_anims\TeenAngst.smd SMD MODEL survivor_teenangst_anims\ragdoll.smd SMD MODEL survivor_teenangst_physics.smd Marking bone ValveBiped.jiggy_hair_lsideburn as a jiggle bone Marking bone ValveBiped.jiggy_hair_rsideburn as a jiggle bone quatinterpbone "Bip01_L_Knee" unused quatinterpbone "Bip01_R_Knee" unused quatinterpbone "Bip01_L_Elbow" unused quatinterpbone "Bip01_L_Bicep" unused quatinterpbone "Bip01_R_Bicep" unused quatinterpbone "Bip01_R_Elbow" unused Processing LOD for material: SirnightMouth2 Processing LOD for material: SirnightEye Processing LOD for material: Sirnight Processing jointed collision model ValveBiped.Bip01_Pelvis ( 27 verts, 1 convex elements) volume: 765.87 ValveBiped.Bip01_L_Thigh ( 16 verts, 1 convex elements) volume: 540.86 ValveBiped.Bip01_L_Calf ( 23 verts, 1 convex elements) volume: 234.47 ValveBiped.Bip01_L_Foot ( 12 verts, 1 convex elements) volume: 94.70 ValveBiped.Bip01_R_Thigh ( 16 verts, 1 convex elements) volume: 540.86 ValveBiped.Bip01_R_Calf ( 23 verts, 1 convex elements) volume: 234.47 ValveBiped.Bip01_R_Foot ( 12 verts, 1 convex elements) volume: 94.70 ValveBiped.Bip01_Spine1 ( 17 verts, 1 convex elements) volume: 668.12 ValveBiped.Bip01_Spine2 ( 34 verts, 1 convex elements) volume: 717.98 ValveBiped.Bip01_Head1 ( 41 verts, 1 convex elements) volume: 276.62 ValveBiped.Bip01_L_Clavicle ( 8 verts, 1 convex elements) volume: 35.92 ValveBiped.Bip01_L_UpperArm ( 16 verts, 1 convex elements) volume: 114.64 ValveBiped.Bip01_L_Forearm ( 14 verts, 1 convex elements) volume: 66.47 ValveBiped.Bip01_L_Hand ( 9 verts, 1 convex elements) volume: 50.15 ValveBiped.Bip01_R_Clavicle ( 8 verts, 1 convex elements) volume: 35.92 ValveBiped.Bip01_R_UpperArm ( 16 verts, 1 convex elements) volume: 114.64 ValveBiped.Bip01_R_Forearm ( 14 verts, 1 convex elements) volume: 66.47 ValveBiped.Bip01_R_Hand ( 9 verts, 1 convex elements) volume: 50.15 Collision model completed. --------------------- writing C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\left4dead2\models/for_model_viewer\survivor_teenangst.mdl: bones 22248 bytes (68) animation x y ips angle animations 2144 bytes (2 anims) (3 frames) [0:00] sequences 704 bytes (2 seq) ik/pose 808 bytes eyeballs 0 bytes (0 eyeballs) flexes 0 bytes (0 flexes) textures 824 bytes keyvalues 0 bytes bone transforms 10212 bytes Collision model volume 25382.13 in^3 Please check if you need to delete C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\left4dead2\models/for_model_viewer\survivor_teenangst.phz collision 0 bytes total 39808 --------------------- writing C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\left4dead2\models/for_model_viewer\survivor_teenangst.vvd: vertices 42000 bytes (875 vertices) tangents 14000 bytes (875 vertices) total 56064 bytes --------------------- Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\left4dead2\models/for_model_viewer\survivor_teenangst.dx90.vtx": body parts: 8 bytes models: 20 bytes model LODs: 12 bytes meshes: 27 bytes strip groups: 75 bytes strips: 81 bytes verts: 7875 bytes indices: 7188 bytes bone changes: 352 bytes everything: 15662 bytes Completed "survivor_sirknight - Copy_hlmv.qc" CDynamicFunction: Loading library 'Kernel32.dll' (76910000) CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77215FF2 CDynamicFunction: Loading library 'psapi.dll' (74D20000) CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 74D215F8 CDynamicFunction: Closing library 'psapi.dll' (74D20000) CDynamicFunction: Closing library 'Kernel32.dll' (76910000) ...Compiling finished. Check above for any errors. [/code] Sorry for the wall of crap, but there has to be something wrong. Oh, and this is what my textures look like in the Blender. [thumb]http://i.imgur.com/SURkcGG.png[/thumb] And what is the result? [thumb]http://i.imgur.com/BlDfqOA.png[/thumb] This happens in game as well. And since I'm guessing this works just the same as doing gmod models, this shouldn't be hard. But, it turns out it is for me. [editline]30th January 2015[/editline] Wow, WOW! After me wasting my time after 6 hours of screwing around, to make a thread about how i desperately need to solve this problem, you know how stupid the solution was? Left 4 Dead 2\left4dead2\materials\models\survivor\sirknight > Left 4 Dead 2\left4dead2\materials\models\eligrand1\sirknight solved everything. Sorry for wasting your time. *close thread if need be please.
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