So I've been trying to port some props from Dishonored, but ran across several problems after trying them out in-game.
-First,the textures don't work, I'm forced to use the Material tool to apply the textures on the props. I already checked if I made typos in the .QC or named the paths incorrectly but no matter what I try to fix the problem, it doesn't fix the issue.I managed to get a prop with working textures but when comparing it's .QC to the the ones of the other props, I didn't notice any difference.
-Second, after I applied the texture with the material tool, if I ever spawn a light or a lamp and look at it, the prop goes fullbright and becomes pitch black in the unlit part of the prop if I look at it.
Here's my .QC :
[code]// Created by Crowbar 0.36.0.0
$ModelName "Hauptmann\spotlight_ramp.mdl"
$BodyGroup "mymodel"
{
studio "ref.smd"
}
$SurfaceProp "combine_metal"
$Contents "solid"
$MaxEyeDeflection 90
$CDMaterials "models\Hauptmann\"
$CBox 0 0 0 0 0 0
$BBox -508.288 -8.302 0 8.365 511.808 559.184
$Sequence "idle" {
"idle.smd"
fadein 0.2
fadeout 0.2
fps 30
} [/code]
The .vmt :
[code]"VertexLitGeneric"
{
// Original shader: VertexLitTexture
"$basetexture" "models\Hauptmann\spotlight_ramp_d"
"$bumpmap" "models\Hauptmann\spotlight_ramp_n"
"$selfillum" "1"
"$selfillummask" "models\Hauptmann\spotlight_ramp_e"
"$selfillumtint" "[195 253 255]"
"$phong" "1"
"$phongexponent" "6"
"$phongalbedotint" "1"
"$phongboost" "0.055"
"$phongfresnelranges" "[5 7 8]"
"$phongexponenttexture" "models\Hauptmann\spotlight_ramp_s"
$halflambert 1
$nocull 1
} [/code]
and the actual compiled model for further examination :
[url]https://mega.nz/#!JRM1CCKA!lSYJo4F5klYUil3GfD2A-rkYczubijSX-mt7B9Dzy10[/url]
Thanks in advance to whoever can help me.
It's fixed now, I only had to remove the last slash in the $CDmaterial path.
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