Ok so, I’m working on a large train map and decided to save brush faces by making models for the tracks.
So what I did was take brush prefabs I made in hammer, and exported them as DXF files, loaded it into 3dsmax, and flipped the normals. Everything seems ok. I started off with a model of two tracks side by side doing a 90 degree turn.
So my questions are:
As I understand it, the collision model is what actually prevents one object from passing through another. I can appreciate why these need to be simple, but this is a 16 segment curve. A collision model would have to hug the rails otherwise it serves no purpose. So can’t I just use the exact same model for a collision model?
Texturing and materials
Ok, so I have a really nice iron texture, 1024x512 TGA file. It hasn’t been comforted into Valve’s format yet. My question here is, how does the model exported from 3dsmax know which texture is which? Obviously 3dsmax materials don’t translate into Valve materials, so is it just a matter of having the same name? Eg: I apply a material called ‘iron’ to the faces of my model that need iron texture. In my QC file, I put $cdmaterials “props/tracks/” and in there, I have a ‘iron.vtf’ which is the iron.tga file I created.
My first few attempts at creating a model never worked and I have no idea why. studiomdl.exe never reported any issues at all, but when trying to load the model in HLMV, it simply doesn’t work. HLMV spits out an “ERROR LOADING MODEL” warning and that’s that. What steps would one take to debug issues with their models when studiomdl reports no problems at all?
thank you for all your help.