SergeantJoe and I were trying to figure out what was wrong the whole yesterday evening, and even if I changed “test/” to “test/g1_copy” nothing happened. All my code was apparently right but it didn’t work anyway. But if I can compile it through TF2, I don’t think there’s a problem. I just have to figure out how to use multiple textures now.
EDIT: Nevermind, I’m just an idiot. It was all in the .smd all along, I just had to rewrite the material_XY (XY being a number) to the actual texture names.
Well, another bump, because I’ve managed to find a new problem.
I’m trying to port a submarine pen, but the .smd lists a ton of materials I’m not even using and it’s over 32, and I’m trying to figure out how to remove the extra materials and only use the ones I need.
This thread is suddenly unusually laggy for me. Anyway, those materials probably aren’t just popping out of nowhere. It’s possible that the tool you used to import the model with is assigning a lot of redundant textures that you don’t really want. If you’re using 3ds max, check what material channels exist. You can always duplicate the model and use this to select faces with the proper materials to remove them until you’re left with a dummy model containing faces with obsolete materials. You can then figure out whether these should be assigned proper materials or simply deleted on the original model and go from there.
I found this. I have no idea how to check the material channels and I don’t even know how I got to this instances window, but it lists shitloads of materials with numbers and that’s exactly what was in the code.
And when I right-click it and go to Wire Parameters… and then Material#4306, which shows up for me, a whole window of 72 materials pops up.