I’m not quite sure if this is the best place to post this (since I’m compiling for the OB I guess it doesn’t matter anyways). I’ve been working on recompiling Daimao’s hats to work server side however when I use these models in game the textures are purple and black. I (hopefully) fixed the QC file and I’m sure I fixed the .vmt but no matter what I do I can’t get the texture to appear properly.
Here’s the QC
$cd "C:\Program Files\Steam\steamapps\*****\sourcesdk\bin\compiling"
$modelname "dd\hats\elvis_hair.mdl"
$model "Body" "engy_hair.smd"
$cdmaterials "\dd\hats\elvis_hair.vmt"
$hboxset "default"
// Model uses material "elvis_hair.vmt"
$surfaceprop "cloth"
$illumposition -37.752 -0.000 38.626
$sequence idle "idle" loop fps 30.00
$collisionmodel "phymodel.smd" {
$mass 2.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}
Those asterisks are my username
Here’s the .vmt for the only texture:
"VertexlitGeneric"
{
"$baseTexture" "dd\hats\elvis_hair.vtf"
//"$bumpmap" "models\player\items\engineer\elvis_hair.vtf"
"$phong" "1"
"$phongexponent" "30"
"$phongboost" "2"
"$lightwarptexture" "models\lightwarps\weapon_lightwarp"
"$phongfresnelranges" "[.25 .25 .25]"
"$basemapalphaphongmask" "1"
// Rim lighting parameters
"$rimlight" "1" // To enable rim lighting (requires phong)
"$rimlightexponent" "4" // Exponent for phong component of rim lighting
"$rimlightboost" "2" // Boost for ambient cube component of rim lighting
// Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
}
}
Can someone help me out?