Trouble getting textures and skins to work on a model

I’m trying to port a model of a cartoon robot that tinak sent me
for the most part he is done, physics and all
but his textures don’t show up, and i’ve got the folders and everything
i am trying to give him the tf2 phong shaders, and strangeley they show up, but the rest is purple and black checker.
what’s even weirder is i defined 4 skins in the qc, but for some reason it only thinks it has one skin

qc is here, and as you can see i put 4 skins, but it doesn’t work, but it still compiles…


$cd "C:\Users\Jonathan\Desktop\compile	obor"
$modelname "Engineers_Invention\Tobor.mdl"
$model "tobor" "tobor.smd" {
     flexfile "tobor.vta" {
          flex "jawopen" frame 1
          flex "jawdrop" frame 2
          flex "null" frame 3
     }

flexcontroller jawopen jawopen "range" 0.000 1.000
flexcontroller jawdrop jawdrop "range" 0.000 1.000
flexcontroller null null "range" 0.000 1.000

%jawopen =  jawopen
%jawdrop =  jawdrop
%null =  null
}
$poseparameter body_pitch -90.00 90.00
$poseparameter body_yaw -90.00 90.00
$poseparameter head_pitch -90.00 90.00
$poseparameter head_yaw -90.00 90.00
$cdmaterials "models\player	obor\"
$texturegroup skinfamilies
{
	{"tobor_red.vmt"
}
	{"tobor_blue.vmt"
}
	{"tobor_red_invun.vmt"
}
	{"tobor_blue_invun.vmt"
}
 }

$jigglebone "jiggleattenae" {
is_flexible {
yaw_stiffness 40
yaw_damping 3
pitch_stiffness 40
pitch_damping 3
along_stiffness 100
along_damping 0
length 7
tip_mass 0 //was 0
angle_constraint 30
	}
}
$attachment "eyes" "ValveBiped.Bip01_Head1" 3.67 -4.32 0.00 rotate 0.00 -80.10 -90.00
$attachment "mouth" "ValveBiped.Bip01_Head1" 1.00 -6.50 -0.00 rotate 0.00 -80.00 -90.00
$attachment "chest" "ValveBiped.Bip01_Spine2" 5.00 4.00 -0.00 rotate -0.00 90.00 90.00
$attachment "forward" "ValveBiped.forward" -0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" -0.00 0.00 0.00 rotate -90.00 -90.00 0.00
$attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0.00 -0.00 -0.00 rotate -90.00 -90.00 0.00
$attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0.00 0.00 0.00 rotate -90.00 -90.00 0.00
$includemodel "player/male_anims.mdl"
$includemodel "humans/male_shared.mdl"
$includemodel "humans/male_ss.mdl"
$includemodel "humans/male_gestures.mdl"
$includemodel "humans/male_postures.mdl"
$surfaceprop "metal"
$eyeposition -0.000 0.000 70.000
$illumposition -0.000 0.654 36.127
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$ikchain rhand ValveBiped.Bip01_R_Hand knee  0.707 0.707 0.000
$ikchain lhand ValveBiped.Bip01_L_Hand knee  0.707 0.707 0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee  0.707 -0.707 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee  0.707 -0.707 0.000
$collisionjoints "phymodel.smd" {

	$mass 90.0
	$inertia 10.00
	$damping 0.01
	$rotdamping 1.50
	$rootbone "valvebiped.bip01_pelvis"
	$jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"

	$jointconstrain "valvebiped.bip01_l_thigh" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" y limit -120.00 70.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" z limit -50.00 90.00 0.00

	$jointconstrain "valvebiped.bip01_l_calf" x limit -10.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" y limit -5.00 5.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" z limit -10.00 115.00 0.00

	$jointconstrain "valvebiped.bip01_r_thigh" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" y limit -70.00 90.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" z limit -120.00 70.00 0.00

	$jointconstrain "valvebiped.bip01_r_calf" x limit -10.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" y limit -5.00 5.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" z limit -10.00 115.00 0.00

	$jointconstrain "valvebiped.bip01_r_foot" x limit -30.00 50.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" y limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" z limit -40.00 40.00 0.00

	$jointconstrain "valvebiped.bip01_spine2" x limit -50.00 90.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" y limit -65.00 65.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" z limit -30.00 30.00 0.00

	$jointconstrain "valvebiped.bip01_l_clavicle" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_clavicle" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_clavicle" z limit -0.00 40.00 0.00

	$jointconstrain "valvebiped.bip01_l_upperarm" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" y limit -100.00 130.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" z limit -130.00 130.00 0.00

	$jointconstrain "valvebiped.bip01_l_forearm" x limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" y limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" z limit -130.00 35.00 0.00

	$jointconstrain "valvebiped.bip01_r_clavicle" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_clavicle" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_clavicle" z limit -0.00 40.00 0.00

	$jointconstrain "valvebiped.bip01_r_upperarm" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" y limit -130.00 130.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" z limit -100.00 130.00 0.00

	$jointconstrain "valvebiped.bip01_r_forearm" x limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" y limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" z limit -35.00 130.00 0.00

	$jointconstrain "valvebiped.bip01_r_hand" x limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" y limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" z limit -60.00 80.00 0.00

	$jointconstrain "valvebiped.bip01_l_hand" x limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" y limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" z limit -60.00 80.00 0.00

	$jointconstrain "valvebiped.bip01_head1" x limit -50.00 50.00 0.00
	$jointconstrain "valvebiped.bip01_head1" y limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_head1" z limit -30.00 30.00 0.00

	$jointconstrain "valvebiped.bip01_l_foot" x limit -30.00 50.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" y limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" z limit -40.00 40.00 0.00
	$animatedfriction 1.000 400.000 0.500 0.300 0.000
}


Would that happen to be sex tobor by any chance?

i guess, it’s just some generic cartoon robot that reminds me of the iron giant

Well you have a folder called tobor

so would it be this guy?

no it’s different, the .obj was labelled as tobor (which sure you know is just robot spelled backwards) so i just called him that. but then i figured he’d be good as a robot that engineer built, so that’ss why it says Engineers_Invention

I just saw it

{"tobor_red.vmt"

}
{“tobor_blue.vmt”
}
{“tobor_red_invun.vmt”
}
{“tobor_blue_invun.vmt”

there is not invun.vmts all so there was no blue skin for it with it unless you made textures for that?
That is most likely messing it up seance the original one had only just one texture.
as
tobor.vmt

i renamed them, and used photoshop to make a blu skin, as well as uber skins. and from the looks of it they should work, there just seems to be an error in the qc that i can’t quite notice…

try something more like this

$texturegroup “smokebot”
{
{ “smokebothead” }
{ “smokebothands” }
{ “Smokebotbody” }
{ “Smokebotbody_blue”}
{ “smokebothead_blue”}
}

just replace the name with the tobor textures with out .vmt
maybe its messing up seance you didn’t put the name of the texturegroup after it all so.

i’ll give that a shot

it didn’t work… could it be his texture is to large?

Resolution?

A) First of all post your SMD in a code tags
b) checkers mean there’s problem with the VMT. If part of the shader work fine, it’s looking for something it can’t find. If nothing shows up, the vmt name is probably wrong.

i managed to fix the texture problem… but his alternate skins don’t work, what’s wrong with the qc?

man

[quote]

Almost definitely wrong. From the names of the textures there’s 3 different ones, and only two gets replaced. What you’re doing is, putting each texture into it’s group as opposed to keeping them collected in same groups



$texturegroup "skingroups"
{
{
"smokebothead"
"smokebothands"
"Smokebotbody"
}
{
"smokebothead_blue"
"smokebothands"
"Smokebotbody_blue"
}
}


You can also write it as



$texturegroup skingroups
{
{ "smokebothead" , "smokebothands" , "Smokebotbody" }
{ "smokebothead_blue" , "smokebothands" , "Smokebotbody_blue" }
}


Here’s an example from something I used.



$texturegroup skinfamilies
{
    { "Eclipse" , "Eclipse_outer" , "Eclipse_inner" }
    { "Blue Suns" , "bu_out" , "Bsuns_inner" }
    { "FP_Eclipse" , "FP_Eclipse_outer" , "FP_Eclipse_inner" }
    { "Unknown" , "unown_outer" , "unown_inner" }
    { "generic" , "generic_outer" , "generic_inner" }
   { "chromatic" , "chromatic_outer" , "chromatic_inner" }
}


Also important thing. If you’re using the single line writeup - spaces are important. Don’t have them and the skingroup breaks.

[quote=“wraithcat, post:15, topic:108097”]

he only has one texture is that why it doesn’t work? but i guess i’ll try to divide them somehow

[quote=“1337gamer15, post:16, topic:108097”]

No - with only one texture your texture group scheme would look like this



$texturegroup skingroups - keep in mind that the spaces between the brackets are important
{
{ "tobor_red" } - this is your first texture which can be found on the model. The original if you will
{ "tobor_blue" } - this is the second texture to which the original changes
{ "tobor_other" }  - another texture
{ "tobor_otherxyz" } - and another texture
}


So to clarify

  • First line - original textures that will get changed in subsequent skingroups
    -second and further lines - the textures that replaces the originals in the same order as the original textures are listed.

[quote=“wraithcat, post:17, topic:108097”]

it worked! thanks man!