• Failing @ hat textures
    8 replies, posted
So, here's the deal: I'm trying to remake the Killers Kabuto so that I can "weld" it on Heavy with Bone Merger in GMod. So far i've managed to reconfigure the bones and models for the Kabuto and it's exactly where I want it to be when I use the Bone Merger. But the problem is this: [url]http://i1195.photobucket.com/albums/aa388/JUUD0LF/WTF-1.png?t=1325187104[/url] I wanted to keep the original textures, but as you can see, the textures are pretty messed up for some reason. But no, instead of using multiple textures (one .vtf + .vmt file for horns and another 2 for the rest of the helmet), I merged the textures to on image, but in Blender, the texture works perfectly, so my guess is that it's a problem with the .vmt-file. So far i've tried the original .vmt-file (with modified texture locations and so on OFC) but that resulted in a Kabuto covered in red color (possibly because of the tintcolor, but removing it or changing its values didn't help). As for the model in Blender, the Kabuto had the configurations for 2 materials in Materials-tab: one texture for the horns and one for the rest of the helmet. But I removed the original materials and inserted my own material (the "2 textures in 1 image"-thingy), and as you can see in this picture, it works flawlessly: [url]http://i1195.photobucket.com/albums/aa388/JUUD0LF/Blender.png?t=1325188006[/url] Again, this is one reason why I think the problem is with the .vmt-file (and yes, it's supposed to be black, that's how I want it). The coding I currently have in the .vmt-file is VERY simple (perhaps too simple), however, it did work on another model I made before this one. The .vmt is as follows: [I]"VertexLitGeneric" { $baseTexture "models/player/items/heavy/heavykabuto" "$bumpmap" "models/player/items/heavy/heavykabuto" }[/I] I know it's rather... short, to be nice, but I don't know almost anything about coding the .vmt-files from scratch, and I haven't found good tutorials that would teach coding this kind of files, and using only that code has worked for other people as far as I know. And as for the .qc-file in s: [I]$cd "C:\Users\JUUD0LF\Desktop\heavykabuto\output" $modelname "player\items\heavy\heavykabuto.mdl" $model "body" "soldier_samurai_reference.smd" $cdmaterials "\models\player\items\heavy\" $hboxset "default" $surfaceprop "metal" $sequence idle "idle" fps 30.00 $collisionmodel "soldier_samurai_reference.smd" { $mass 5.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 }[/I] And so, I request that someone, ANYONE would give me hand over here so I can get this to work so I can get on with my new video. Additional information will be given if requested. PS: Happy new year!
the vmt syntax suggests that diffuse is the same as the bump. what the fuck? [editline]31st December 2011[/editline] i've never heard of 2 textures in one VTF as far as source materials go [editline]31st December 2011[/editline] your pictures don't work by the way, rehost them someplace else
.vmt: Like I said, I basically don't know jack-shit about coding, I just copied a code someone else used. "2 textures": Yeah I guess I wasn't clear enough: the hat used to use 2 textures, but I just turned those 2 textures to one, all the magnificent black space included. Here, maybe this will clarify what I meant: [url]http://i1195.photobucket.com/albums/aa388/JUUD0LF/anotherpic.png[/url] So it's not like there would be 2 seperate hats using different textures in on .vtf-file. PS: I fixed the previous links for 2 others pics. Serves me right for copy-pasting from other forum...
would you mind posting the model files textures and all? I can take a look for you.
[QUOTE=itchyflakes;33990092]would you mind posting the model files textures and all? I can take a look for you.[/QUOTE] Of course! Here you are sir! [url]http://www.mediafire.com/download.php?e6v1nzjlifrnldu[/url] My suggest taking a look at the .vmt, since apparently it's just cr*p.
Why aren't you using the original Kabuto VMT?
[QUOTE=NeoDement;33993957]Why aren't you using the original Kabuto VMT?[/QUOTE] Because that only resulted to a Kabuto completely covered in red. [editline]1st January 2012[/editline] OK guys! Problem solved! The problem WASN'T in the .vmt, it was in the .vtf: apparently the general settings were f*cked up, and at some point I even checked the Mipmap-box! Now the texture works just like I intended, and it resulted in a nice and shiny Kabuto! Have a look! [url]http://i1195.photobucket.com/albums/aa388/JUUD0LF/fixed.png[/url] Thanks for everyone who bothered to even reply!
wait, it doesn't have a mipmap?
[QUOTE=Aurora93;34000121]wait, it doesn't have a mipmap?[/QUOTE] No, it doesn't, I think. I unchecked the Mipmap-checkbox when I re-imported the texture, so yeah, there is no mipmap. What mipmaps do anyway? What I understood from what I found in Google, they're smaller textures made from the original texture, which have lower level of detail, right?
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