TF2 Texturing Problem

Hey there Models / Skins section!

Last week I started on porting a model from World of Warcraft (I know… I know…) to TF2.
I’ve been quite succesful (with the help of EDDY_TT) to the point where I’ve gotten it to show up correctly in-game and stuff.

But, I’ve ran into a problem while texturing it. The texture does not seem to show up in-game.

This is the first ever skinning/modeling thingy I’ve done, so it’s probably some noobish mistake.

Right, onto business.

This is how it currently looks in-game:

http://www.marlamin.nl/fpics/notexture.png

(Note the checkerboard :v:)

This is how it looks in Milkshape:
[img_thumb]http://www.marlamin.nl/fpics/milkshape.png[/img_thumb]
(Proving the texture is a correct one)

The texture in VTFEdit:
[img_thumb]http://www.marlamin.nl/fpics/vtf.png[/img_thumb]
(Directly converted from WoW’s .blp format to tga to vtf)

This is the .vmt:


"LightmappedGeneric"
{
	"$baseTexture" "models\weapons\c_models/c_claymore"
}


Here’s the .qc I am using:



$cd "C:\Documents and Settings\M\Desktop\frostmourne"
$modelname "weapons\c_models\c_claymore\c_claymore.mdl"
$model "Body" "boned.smd"
$cdmaterials "models\weapons\c_models\c_claymore"
$cdmaterials ""
$hboxset "default"
$hbox 0 "weapon_bone" -6.836  -10.689  -1.468  6.841  48.719  1.466
// Model uses material "models/weapons/c_models/c_claymore.vmt"
$surfaceprop "metal"
$illumposition -0.000 0.003 19.015
$sequence idle "idle" fps 30.00


(Yes, the smd’s name is boned.smd)

The current directory structure is as following:
[release]D:\Steam\steamapps\marlamin eam fortress 2 f\materials\models\weapons\c_models\c_claymore.vmt
D:\Steam\steamapps\marlamin eam fortress 2 f\materials\models\weapons\c_models\c_claymore.vtf
D:\Steam\steamapps\marlamin eam fortress 2 f\models\weapons\c_models\c_claymore\c_claymore.mdl
D:\Steam\steamapps\marlamin eam fortress 2 f\models\weapons\c_models\c_claymore\c_claymore.dx80.vtx
D:\Steam\steamapps\marlamin eam fortress 2 f\models\weapons\c_models\c_claymore\c_claymore.dx90.vtx
D:\Steam\steamapps\marlamin eam fortress 2 f\models\weapons\c_models\c_claymore\c_claymore.sw.vtx
D:\Steam\steamapps\marlamin eam fortress 2 f\models\weapons\c_models\c_claymore\c_claymore.vvd
[/release]
(There is probably something wrong here, but I’ve tried several different structures, please do note if you see something out of order.)

If you need any more information, I’ll be lurking the ticker waiting for replies.

Might help if there were working pics.

They work fine for me and two of my friends.

[editline]08:20PM[/editline]

http://filesmelt.com/dl/notexture.png
http://filesmelt.com/dl/milkshape.png
http://filesmelt.com/dl/vtf.png

FileSmelt mirrors in correct order.

Send me the model stuff.

[editline]07:41PM[/editline]

What you did wrong, was that you had the .smd set up to use a random texture, arthaslichking_6.tga, not c_claymore.vtf. You also had the wrong sort of $cdmaterials:


$cdmaterials "\models\weapons\c_models\c_claymore"
$cdmaterials ""

not


$cdmaterials "models\weapons\c_items\"

. Another thing was that the .vmt was wrong. It was


"LightmappedGeneric"
{
	"$baseTexture" "models\weapons\c_models/c_claymore"
}

, when it should have been something like


"VertexLitGeneric"
{
	"$baseTexture" "models\weapons\c_items\c_claymore"
	"$bumpmap" "models\weapons\c_items\c_claymore_normal"
	
	"$phong" "1"
	"$phongexponent" "5"
	"$phongboost" "10"	
	"$lightwarptexture" "models\weapons\c_items/c_ambassador_lightwarp"
	"$phongfresnelranges"	"[.25 .5 1]"
//	"$phongwarptexture"  "models\weapons\c_items/c_ambassador_phongwarp"
	"$basemapalphaphongmask" "1"


	"$rimlight" "1"
	"$rimlightexponent" "10"	
	"$rimlightboost" "1"

	"360?$color2" "[ 0.9 0.8 0.8 ]"


	"$glowcolor" "1"

	// Cloaking
	"$cloakPassEnabled" "1"
	"Proxies"
	{
		"weapon_invis"
		{
		}
		"ModelGlowColor"
		{
			"resultVar" "$glowcolor"
		}
		"Equals"
		{
			"srcVar1"  "$glowcolor"
			"resultVar" "$selfillumtint"
		}
		"Equals"
		{
			"srcVar1"  "$glowcolor"
			"resultVar" "$color2"
		}
	}
}

(all I did was use the standard eyelander .vmt for this.)

Thanks a lot! Expect a release soon, for the small amount of interested.