VMTs for TF2 aren't working.

Listen.
It’s not working.
It’s here:


"VertexLitGeneric"
{
	"$baseTexture" "models\weapons\v_shotgun/Shotgun_Close"
	$BASEMAPALPHAPHONGMASK 1

	"$phong" "1"
	"$phongexponent" "25"
	"$phongboost" "12"	
	"$lightwarptexture" "models\lightwarps\weapon_lightwarp"
	"$phongfresnelranges"	"[.25 .5 1]"

	"$rimlight" "1"
	"$rimlightexponent" "10"	
	"$rimlightboost" ".175"

	"$glowcolor" "1"

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


Texture applied to weapon in 3ds Max has the same name.
The vmt and vtf has the same name as texture - Shotgun_Close.

From the sounds of it, you’re compiling a new model, so could you post your QC?

Sure, here’s it:


$cd "C:\Manhunt\Shotgun'"
$modelname "weapons\c_models\c_shotgun\c_shotgun.mdl"
$model "Body" "c_shotgun_reference.dmx.smd"
$cdmaterials ""
$hboxset "default"
$hbox 0 "weapon_bone" -1.249  -3.844  -45.559  1.254  4.971  34.888
$hbox 0 "weapon_bone_1" -2.003  -2.277  -6.597  2.003  1.919  5.116
$attachment "muzzle" "weapon_bone" 0.00 3.73 34.92 rotate -90.00 -0.00 0.00
$attachment "eject_brass" "weapon_bone" -0.80 3.25 10.76 rotate -11.66 162.02 -167.64
$surfaceprop "metal"
$illumposition -6.167 0.000 0.564
$sequence idle "idle" fps 30.00
$collisionmodel "phymodel.smd" {

	$mass 4.8
	$inertia 1.00
	$damping 0.00
	$rotdamping 0.00
}


You see


$cdmaterials ""

? change it to


$cdmaterials "models\weapons\v_shotgun/"

._.
Thanks, I think I’m a retard.

nop it was a mistake :stuck_out_tongue: