Help! Missing textures on custom ragdoll!

So i’m making a ragdoll and I did everything I need to do for it to work in Garry’s Mod. The problem is, when I spawn it in it looks like this:
http://imgur.com/jL6660P
i’m not sure whats wrong. I decompiled a ragdoll with a skeleton and I rigged it to my model in blender, exported it as .smd, fixed the qc file, compiled it, and put the textures in .VTF and .VMF in the correct folder. Here is what my textures folder looks like just in case you need to see it:
http://imgur.com/fjmgmBf
Here is an example of what the VMT files contains:
http://imgur.com/Mx4EjVr
Here’s what the textures look like:
http://imgur.com/5Wig8xxHere is what the textured version of the ragdoll looks like:
http://imgur.com/yBM2RKO

Thank You!

Can you show your VMT files here as well as the QC code?

Yes.

QC code:

// Created by Crowbar 0.34.0.0

$ModelName “player\LuffyOPPW3\LUFFY.mdl”

$BodyGroup “Body”
{
studio “LUFFY_reference.smd”
}

$SurfaceProp “flesh”

$Contents “solid”

$MaxEyeDeflection 90

$MostlyOpaque

$CDMaterials “models\player\Luffy”
$CDMaterials “”

$CBox 0 0 0 0 0 0

$BBox -10.988 -45.711 -4.797 10.442 45.683 85.415

$Sequence “idle” {
“LUFFY_anims\idle.smd”
fadein 0.2
fadeout 0.2
fps 24
}

$CollisionJoints “LUFFY_physics.smd”
{
$mass 80
$inertia 2
$damping 0.01
$rotdamping 0.4
$rootbone “bip_pelvis”

$jointconstrain "bip_hip_R" x limit -90 90 0.0016
$jointconstrain "bip_hip_R" y limit -45 45 0.0016
$jointconstrain "bip_hip_R" z limit -90 45 0.0016

$jointconstrain "bip_knee_R" x limit -120 5 0.0016
$jointconstrain "bip_knee_R" y limit 0 0 0
$jointconstrain "bip_knee_R" z limit 0 0 0

$jointconstrain "bip_hip_L" x limit -90 90 0.0016
$jointconstrain "bip_hip_L" y limit -45 45 0.0016
$jointconstrain "bip_hip_L" z limit -45 90 0.0016

$jointconstrain "bip_knee_L" x limit -120 5 0.0016
$jointconstrain "bip_knee_L" y limit 0 0 0
$jointconstrain "bip_knee_L" z limit 0 0 0

$jointconstrain "bip_foot_L" x limit -60 45 0.0016
$jointconstrain "bip_foot_L" y limit -30 30 0.0016
$jointconstrain "bip_foot_L" z limit -60 60 0

$jointconstrain "bip_spine_0" x limit -33 33 0.0016
$jointconstrain "bip_spine_0" y limit -33 33 0.0016
$jointconstrain "bip_spine_0" z limit -33 33 0.0016

$jointconstrain "bip_upperArm_R" x limit -60 100 0.0016
$jointconstrain "bip_upperArm_R" y limit -90 90 0.0016
$jointconstrain "bip_upperArm_R" z limit -100 60 0.0016

$jointconstrain "bip_lowerArm_R" x limit 0 0 0
$jointconstrain "bip_lowerArm_R" y limit 0 0 0
$jointconstrain "bip_lowerArm_R" z limit -150 5 0.0016

$jointconstrain "bip_upperArm_L" x limit -60 100 0.0016
$jointconstrain "bip_upperArm_L" y limit -90 90 0.0016
$jointconstrain "bip_upperArm_L" z limit -60 100 0.0016

$jointconstrain "bip_lowerArm_L" x limit 0 0 0
$jointconstrain "bip_lowerArm_L" y limit 0 0 0
$jointconstrain "bip_lowerArm_L" z limit -5 150 0.0016

$jointconstrain "bip_hand_L" x limit -45 90 0.0016
$jointconstrain "bip_hand_L" y limit -45 45 0.0016
$jointconstrain "bip_hand_L" z limit -45 45 0.0016

$jointconstrain "bip_head" x limit -60 60 0.0016
$jointconstrain "bip_head" y limit -60 60 0.0016
$jointconstrain "bip_head" z limit -60 60 0.0016

$jointconstrain "bip_hand_R" x limit -45 90 0.0016
$jointconstrain "bip_hand_R" y limit -45 45 0.0016
$jointconstrain "bip_hand_R" z limit -45 45 0.0016

$jointconstrain "bip_foot_R" x limit -60 45 0.0016
$jointconstrain "bip_foot_R" y limit -30 30 0.0016
$jointconstrain "bip_foot_R" z limit -60 60 0

}

VMT code for every texture with small changes for the file path:

“LightmappedGeneric”
{
“$basetexture” “models/player/Luffy/cloths”
}

There you have it. You need to change “LightmappedGeneric” to “VertexLitGeneric” and save the .vmt file.

I didn’t work. I changed all the “LightmappedGeneric” to “VertexLitGeneric” and saved.

What are the names of your materials in blender?

Check your .SMD files to see if the materials names matches with the vmt and vtf names.

Were are those?

[editline]11th April 2016[/editline]

Do I need to texture my model in blender?

[editline]11th April 2016[/editline]

Sorry, I’m not completely sure what you mean.

Your materials should be under the checkered circle in the properties tab.

Here’s what mine looks like.
http://imgur.com/rwKuILo

I’m starting to see where this is going. . .Do I need to put the textures on IN blender?
If so how?

The materials and vmts need to have the same name. Each material is assigned to a certain part of the model, you can change the material’s diffuse colour to see where it is.

If you find the material that is assigned to his face, you’ll need to change its name to match the vmt that leads to the face textures, and then do the same for the rest of the materials. You can also change the vmt’s name to the material’s, so you wont have to export the model again.

You can open SMD files with notepad and check what material name is actually being used by your model. You’ll have to create .vmt files with the same name as those you found inside SMD file.

Thanks! I think I know what to do now! I’m glad I when to the facepunch forums, over at steam’s forum the only reply I got was “Looks like a got problem.”

[editline]11th April 2016[/editline]

Thank you for clarifying!

It worked! Thanks guys!