• Need help with SourceSDK Modelviewer VMT errors
    4 replies, posted
I get these errors in the modelviewer and I have been trying to fix it but im unable to. Screenshots of it and the VMT files are below. If anyone have any idea how to fix this, please reply it will be greatly appreciated. [IMG]http://i1284.photobucket.com/albums/a575/ImBoredRu/Screenshot1_zps1a8a9423.png[/IMG] [IMG]http://i1284.photobucket.com/albums/a575/ImBoredRu/cropscreenshot1_zps8276006c.png[/IMG] [QUOTE]"VertexLitGeneric" { "$basetexture" "models/weapons/silenceduzi/arm-diff" "$normalmap" "models/weapons/silenceduzi/arm-norm" "$model" "1" "$phong" "1" "$phongexponenttexture" "models/weapons/silenceduzi/arm-spec" "$phongexponent" "15" "$phongboost" "0.1" "$phongfresnelranges" "[1 3 6]" "$phongalbedotint" "1" } [/QUOTE] [QUOTE]"VertexLitGeneric" { "$basetexture" "models/weapons/silenceduzi/gripetc_map" "$normalmap" "models/weapons/silenceduzi/gripetc_map_normal" "$model" "1" "$halflambert" "1" "$phong" "1" "$phongexponent" "20" "$phongboost" "0.1" "$phongfresnelranges" "[1 3 6]" "$phongalbedotint" "1" } [/QUOTE] [QUOTE]"VertexLitGeneric" { "$basetexture" "models/weapons/silenceduzi/main_map" "$model" "1" "$bumpmap" "models/weapons/silenceduzi/main_map_normal" "$halflambert" "1" "$phong" "1" "$phongexponent" "45" "$phongboost" "0.1" "$phongfresnelranges" "[1 2 2]" "$phongalbedotint" "1" } [/QUOTE] [QUOTE]"VertexLitGeneric" { "$basetexture" "models/weapons/silenceduzi/silencer" "$normalmap" "models/weapons/silenceduzi/silencer_normal" "$model" "1" "$pong" "1" "$phongexponenttexture" "models/weapons/silenceduzi/silencer_spec" "phongexponent" "20" "$phongboost" "0.1" "$phongfresnelranges" "[1 3 6]" "$phongalbedotint" "1" } [/QUOTE] [QUOTE]"VertexLitGeneric" { "$basetexture" "models/weapons/silenceduzi/sleeve-diff" "$normalmap" "models/weapons/silenceduzi/sleeve-norm" "$model" "1" } [/QUOTE] [QUOTE]"VertexLitGeneric" { "$basetexture" "models/weapons/silenceduzi/stocketc_map" "$normalmap" "models/weapons/silenceduzi/stocketc_map_normal" "$model" "1" "$halflambert" "1" "$phong" "1" "$phongexponent" "20" "$phongboost" "0.1" "$phongfresnelranges" "[1 3 6]" "$phongalbedotint" "1" } [/QUOTE] Thanks in advance.
[I]Model attempted to load one or more VMTs it can't find.[/I] It seems you - either misplaced the arms' VMT - or misnamed the material in you 3D application - or misused $cdmaterials in your QC Double-check the path to arms' VMT, make sure it exists, and also check the arms' material name in your 3D app, and check the QC.
[QUOTE=revzin;39077754][I]Model attempted to load one or more VMTs it can't find.[/I] It seems you - either misplaced the arms' VMT - or misnamed the material in you 3D application - or misused $cdmaterials in your QC Double-check the path to arms' VMT, make sure it exists, and also check the arms' material name in your 3D app, and check the QC.[/QUOTE] Everything seems to be correct and in place though. [IMG]http://i1284.photobucket.com/albums/a575/ImBoredRu/3dsmaxmaterialseditor_zpsa7210f7b.png[/IMG] [IMG]http://i1284.photobucket.com/albums/a575/ImBoredRu/WindowsMaterials_zpsf22ab3a1.png[/IMG] [IMG]http://i1284.photobucket.com/albums/a575/ImBoredRu/qcfile_zps753e9200.png[/IMG]
Fastest way to find the problem for me is to use wunderboys "Source MDL Texture Info" program: [url]http://www.wunderboy.org/sourceapps.php[/url] Drag and drop the .mdl part onto the exe and it will give a readout of the name and path of your model texture. This has saved me many times, and usually its because of either a spelling error, or a mix up in names. EDIT: If that fails, it could be a more obscure problem such as the texture lookup being named as .tif in the compiled SMD. This happened to me once while working with goldsrc models that use .bmp. I solved this by opening the .SMD in Notepad++ and doing a "replace all" for the texture name and saving it.
[QUOTE=CAS303;39081569]Fastest way to find the problem for me is to use wunderboys "Source MDL Texture Info" program: [url]http://www.wunderboy.org/sourceapps.php[/url] Drag and drop the .mdl part onto the exe and it will give a readout of the name and path of your model texture. This has saved me many times, and usually its because of either a spelling error, or a mix up in names. EDIT: If that fails, it could be a more obscure problem such as the texture lookup being named as .tif in the compiled SMD. This happened to me once while working with goldsrc models that use .bmp. I solved this by opening the .SMD in Notepad++ and doing a "replace all" for the texture name and saving it.[/QUOTE] Thank you so much :dance: . I managed to fix it with that tool, it is suppose to be named as organic.vmt .
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