I have made a 3D sign with some stylized text on it, I want it colored light blue. I added a 256x256 vmt/vtf with the name "sign" with my desired color at 'materials > models > orionsign >' but no luck, it is still black and pink.
If someone could make a solid blue texture that works with it I would be very happy, or atleast point me in the right direction. I have spent hours trying to get it to work :(
My sq file:
[CODE]$modelname "orionsign/sign.mdl"
$scale 1
$body mybody "M:\Steam\SteamApps\common\counter-strike source\cstrike\models/sign.smd"
// ----------------------------------------•----
$staticprop /* Put $staticprop here if your model is static*/
//--------------------------------------•-------
$surfaceprop metal
$cdmaterials "models/orionsign"
//--------------------------------------•-------
// Sequences
//--------------------------------------•-------
$sequence idle "M:\Steam\SteamApps\common\counter-strike source\cstrike\models/sign.smd" loop fps 1
//--------------------------------------•-------
// Physbox
//--------------------------------------•-------
$collisionmodel "M:\Steam\SteamApps\common\counter-strike source\cstrike\models/sign.smd" { $concave }[/CODE]
mdl file: [url]http://s000.tinyupload.com/index.php?file_id=00582672432673777055[/url]
[QUOTE=SevenBillion;50055379]check your .smd files to see if the material name in the .smd file matches with the names of the vmt and vtf files[/QUOTE]
This is my first 3D model, I didn't know you had to choose texture in blender :/
I have now done that, but now the whole front of the model doesn't render and the rest are still error texture ;_; I can't seem to figure it out. Can't find good info
In your vmt do you have a line that says "lightmappedgeneric"? You'll need to change it to "vertexlitgeneric" if you do.
ive had this same problem my fix was just adding a / at the end like this
"models/orionsign" to "models/orionsign/"
This worked for me,
"vertexlitgeneric" kinda fixed it. Only the front of the model is textured though, the sides and the back are still errors. I think I did something wrong in blender, I doubt vtf/sq files can do that.
Is there an easy way in blender to make sure that the UV map cover the entire model?
My UV map looks insane for such a low poly model, yet it still only shows on the front in hammer. I can't preview the texture in hammer because when I put it on texture mode it turns black for some reason
[IMG]http://s17.postimg.org/rq0xtbkfj/orion_UV.png[/IMG]
I'm not sure if the UV map is updating, looking at UV Map tutorials I think I understand where I went wrong. I did project from view first which only takes what is currently visible. But now I have done it proper, but it still stays the same.
I remember unpacking counter strike models a long time ago and seeing the UV, how do I unpack my own SMD file to look at the UV that is packed into it? I have a feeling it's saving it with the old UV I set up.
[B]EDIT: I have fixed it, but I can't find the solved button :([/B]
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