I fixed the issue. Turns out to be some of the quotations marking the filepath were wonky… Compiled successfully.
On to the next issue, now, then. It’s not loading my texture.
Here’s my QC:
//your directory which contains the .smd files you exported from 3DSMax
$cd "K:\WORKSHOP\Videogame Workshop\Map Workshop\GM_Hinterland\SMD"
//directory within steamapps/yourmod/models and name of final model
//needed to show hammer the model is to be treated as a prop_static
//your reference .smd
$body studio "reference.smd"
//uniform scale modifier – change value to modify the size of the object in hammer without re-exporting from 3DSMax
//directory containing the materials for the mesh
$cdmaterials "K:\WORKSHOP\Videogame Workshop\Soul Balance RPG\SoulBalance_PRODUCTION\Scenery\SimpleSet_SeguinM\sourceimages"
//skeletal animation .smd (not used in in static meshes, but required anyway)
$sequence idle "idle.smd" loop fps 15
//collision information – the physical presence the object has in the game world. Using the same reference file from before will auto-generate an optimised collision box, if you wish this to be a custom shape, you use another .smd which has been exported as a reference
And my VMT file (in the same folder as my corresponding VTF’s–one for the base texture/alpha, and one for the normal map):
The materials paths in the qc files and VMTs assume you’re working relative to the root of the “materials” folder in the game directory.
Your $cdmaterials needs to refer to a path within materials folder in your tf (assuming you’re working with tf2) folder.
The $basetexture and other parameters need to match that path/format.
$cdmaterials in your qc should be something like:
$basetexture would be similar
I don’t have a sub folder for this prop but this is how its set up.
$cdmaterials here is “models/props_beerbowl”
Additionally, depending on your program and smd exporter, you may have a problem getting materials to show if the model’s material name in your program differs from the filename you’re giving it.
e.g. 3dsmax using Material #1, and your exporter using that name instead of the name of your diffuse texture.