• Weird Texture Glitch
    1 replies, posted
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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