Model is visible only when wireframe is enabled. HELP PLEASE!

I have this really weird problem:

http://imgkk.com/i/sERYxo.jpg

As you can see the model is there (it’s a custom model I just made), as long as the collision box, but IT HAS NO MATERIAL D:… But it’s strange, because i have all the vmts and vtfs in the right place, and also it should show the model checkboarded when it doesn’t find the materials, not invisible…

Can anyone help?

Additional info: GUIStudioMDL compile log


GUIStudioMDL 2.2/Source - © 2007 Neil 'Jed' Jedrzejewski - http://www.wunderboy.org/

Loaded QC file - "D:\Program Files\Steam\steamapps	erabytest\sourcesdk_content	f\modelsrc\worksign001\mdldecompiler.qc"

Created command line: "D:\Program Files\Steam\steamapps	erabytest\sourcesdk\bin\orangebox\bin\studiomdl.exe" -game "d:\program files\steam\steamapps	erabytest	eam fortress 2	f" -nop4 -nox360 "D:\Program Files\Steam\steamapps	erabytest\sourcesdk_content	f\modelsrc\worksign001\mdldecompiler.qc"

all paths:d:\program files\steam\steamapps	erabytest	eam fortress 2	f\;d:\program files\steam\steamapps	erabytest\sourcesdk\bin\orangebox	f\;d:\program files\steam\steamapps	erabytest\sourcesdk\bin\orangebox\hl2\;d:\program files\steam\steamapps	erabytest\sourcesdk\bin\hl2\
qdir:    "d:\program files\steam\steamapps	erabytest\sourcesdk_content	f\modelsrc\worksign001\"
gamedir: "d:\program files\steam\steamapps	erabytest	eam fortress 2	f\"
g_path:  "D:\Program Files\Steam\steamapps	erabytest\sourcesdk_content	f\modelsrc\worksign001\mdldecompiler.qc"
Building binary model files...
Working on "mdldecompiler.qc"
SMD MODEL worksign001_ref.smd
SMD MODEL idle.smd
SMD MODEL worksign001_phy.smd
Model has 1 convex sub-parts
Collision model completed.
---------------------
writing d:\program files\steam\steamapps	erabytest	eam fortress 2	f\models/animus\worksign001.mdl:
bones          964 bytes (1)
animations     112 bytes (1 anims) (1 frames) [0:00]
sequences      220 bytes (1 seq) 
ik/pose        164 bytes
eyeballs         0 bytes (0 eyeballs)
flexes           0 bytes (0 flexes)
textures       136 bytes
keyvalues        0 bytes
bone transforms        0 bytes
Collision model volume 9718.58 in^3
collision        0 bytes
total         1916
---------------------
writing d:\program files\steam\steamapps	erabytest	eam fortress 2	f\models/animus\worksign001.vvd:
vertices      8352 bytes (174 vertices)
tangents      2784 bytes (174 vertices)
total        11200 bytes
---------------------
Generating optimized mesh "d:\program files\steam\steamapps	erabytest	eam fortress 2	f\models/animus\worksign001.sw.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:            18 bytes
strip groups:      50 bytes
strips:            54 bytes
verts:           1566 bytes
indices:          768 bytes
bone changes:      24 bytes
everything:      2544 bytes
---------------------
Generating optimized mesh "d:\program files\steam\steamapps	erabytest	eam fortress 2	f\models/animus\worksign001.dx80.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:            18 bytes
strip groups:      50 bytes
strips:            54 bytes
verts:           1566 bytes
indices:          768 bytes
bone changes:      24 bytes
everything:      2544 bytes
---------------------
Generating optimized mesh "d:\program files\steam\steamapps	erabytest	eam fortress 2	f\models/animus\worksign001.dx90.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:            18 bytes
strip groups:      50 bytes
strips:            54 bytes
verts:           1566 bytes
indices:          768 bytes
bone changes:      24 bytes
everything:      2544 bytes

Completed "mdldecompiler.qc"


It’s probably using the wrong texture shader.

Change “LightmappedGeneric” to “VertexlitGeneric” in the VMTs.

Thanks guys, it worked!

np :slight_smile:

For the rest of you with these problems “LightmappedGeneric” is for map textures and “VertexlitGeneric” is for models. I’m getting pretty sick of constantly posting this ¬.¬ isn’t there some sort of basic guidance thread that could be stickyed under the rules thread that could save us this problem?

Also I think it’s VTFEdit’s fault as when you say “create VMT file” with your texture it makes a “LightmappedGeneric” one.