Hey, I decided to make a model, used 3ds max 2016 and wallworms exporter.
Then I used crowbar tools to compile qc file.
Here is example vmt:
[CODE]"VertexlitGeneric"
{
"$basetexture" "als/casino/gold"
"$envmap" "env_cubemap"
"$envmaptint" "[ .9 .9 .9 ]"
}
[/CODE]
But models still appear un textured.
I triple checked all paths, everything is in correct folders.
What can cause this?
Here's where you can find all of the necessary paths:
The QC: $cdmaterials contains the material path for the model to search for (includes materials folder by default, do not re-include).
[code]Ex:
$cdmaterials models\folder1\folder2\folder3[/code]
The SMD file contains the names of the materials:
[code]Ex:
materialname.bmp
124 -19.890944 0.063707 41.740665 -0.516075 0.675860 0.526193 0.525270 0.193680 5 57 0.000000 47 0.300000 46 0.000000 45 0.000000 54 0.700000
124 -20.189749 0.104686 41.164803 -0.087123 0.996063 0.016352 0.530720 0.212100 6 57 0.000000 47 0.000000 46 0.000000 45 0.000000 54 1.000000 55 0.000000
124 -20.312952 0.035736 41.398067 -0.513241 0.666446 0.540771 0.524630 0.210920 6 57 0.000000 47 0.000000 46 0.000000 45 0.000000 54 1.000000 55 0.000000
[/code]
These two paths add up and point to the full path the model is searching for to find the material.
[code]Ex:
materials\models\folder1\folder2\folder3\materialname.vmt[/code]
The material then lists where to find the textures. Like $cdmaterials, the materials folder is included by default and should be ignored.
[code]Ex:
"$basetexture" "models\folder1\folder2\folder3\texturename"[/code]
If all of these paths still line up and all files are present then you may wish to just upload the model to be reviewed.
[QUOTE=CaptainBigButt;48099055]Here's where you can find all of the necessary paths:
The QC: $cdmaterials contains the material path for the model to search for (includes materials folder by default, do not re-include).
[code]Ex:
$cdmaterials models\folder1\folder2\folder3[/code]
The SMD file contains the names of the materials:
[code]Ex:
materialname.bmp
124 -19.890944 0.063707 41.740665 -0.516075 0.675860 0.526193 0.525270 0.193680 5 57 0.000000 47 0.300000 46 0.000000 45 0.000000 54 0.700000
124 -20.189749 0.104686 41.164803 -0.087123 0.996063 0.016352 0.530720 0.212100 6 57 0.000000 47 0.000000 46 0.000000 45 0.000000 54 1.000000 55 0.000000
124 -20.312952 0.035736 41.398067 -0.513241 0.666446 0.540771 0.524630 0.210920 6 57 0.000000 47 0.000000 46 0.000000 45 0.000000 54 1.000000 55 0.000000
[/code]
These two paths add up and point to the full path the model is searching for to find the material.
[code]Ex:
materials\models\folder1\folder2\folder3\materialname.vmt[/code]
The material then lists where to find the textures. Like $cdmaterials, the materials folder is included by default and should be ignored.
[code]Ex:
"$basetexture" "models\folder1\folder2\folder3\texturename"[/code]
If all of these paths still line up and all files are present then you may wish to just upload the model to be reviewed.[/QUOTE]
Smd file says all textures are named:
[CODE]Material__25
0 39.8915 48.7752 19.9487 0.980826 0.0563952 0.186549 15 0.959629
0 39.8915 -48.7752 19.9487 0.980826 -0.0563954 0.186549 0 0.959629
0 39.8915 -48.7752 14.3387 0.998351 -0.0574031 0 0 0[/CODE]
Then the textures assigned from your modeling program weren't set up properly or weren't named.
Unless you've changed settings from the default, the actual name of the material is used in the SMDs. So it means that whatever your model is, find it's material and change the name of the Material to the same as the VMT .
Unless the model is wildly complex, you'll probably get better success by exporting Models and Materials via the Wall Worm Model Tools UI (creating a WWMT Helper in the scene and exporting with it's native QC+SMD+VMT+VTF exporters which will put all the correct files in the correct paths for how your scene is set up). In that case, the model will compile straight into Source.
Sorry, you need to Log In to post a reply to this thread.