"Custom" Fizzler Model Issues

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MetallicHero
17 Posts
Posted Jan 07, 2015
Hey guys, I copied the fizzler_dynamic model and I've changed the .qc file to support 10 skins (up to fizzler_dynamic_skin009.) For some reason the textures aren't showing up on the model and I can only select 9 of the ten skins, skin009 is missing. I've placed all the textures in materials/phoenix/props/fizzler/ and the model is located in models/EP/. Does the model need to know where to find the textures, or is it just the textures find the model?

If anyone can help me with getting the 10th skin to work and the textures to show up, that would be greatly appreciated.

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josepezdj
2,386 Posts
Posted Jan 08, 2015
Replied 5 hours later
You should post your .QC file content. Also did you use Crowbar to decompile/recompile the fizzler_dynamic model?

MetallicHero wrote:
Does the model need to know where to find the textures, or is it just the textures find the model?

The model definitely needs to find its textures, but that should be no problem if you set their path into the .QC file correctly, and then placed the textures inside that path ofc.

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Skotty
671 Posts
Posted Jan 08, 2015
Replied 7 hours later
To be more exact: The model needs to find its materials. Materials are VMT files. And they link to the textures.
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MetallicHero
17 Posts
Posted Jan 09, 2015
Replied 21 hours later
I tried again, this time looking into the directory in the .qc file. I've screwed that up now.
Hope someone can help me out.
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josepezdj
2,386 Posts
Posted Jan 09, 2015
Replied 5 hours later
Well, at a first glance you only added the file extension .VMT to the first 3 materials, the rest weren't well defined.

Try the attached file instead.

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MetallicHero
17 Posts
Posted Jan 09, 2015
Replied 6 hours later

Thank you for the fixed file, but I'm having compile issues. Crowbar says there's 1 leak found in the QC. I'm comparing the modified to the original QC, but I haven't found any differences (besides the changed names.)

// Created by Crowbar 0.24.0.0

Compiling...

qdir:    "c:\users\daniel\desktop\"
gamedir: "C:\Program Files (x86)\Steam\steamapps\common\portal 2\portal2\"
g_path:  "fizzler_dynamic_hlmv.qc"
Building binary model files...
Working on "fizzler_dynamic_hlmv.qc"
ERROR: c:\users\daniel\desktop\fizzler_dynamic_hlmv.qc(7): - could not load file 'fizzler_dynamic2_reference.smd'
ERROR: Aborted Processing on 'for_model_viewer\fizzler_dynamic2.mdl'
WARNING: Leaking 1 elements
CDynamicFunction: Loading library 'Kernel32.dll' (76420000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 771E2540
CDynamicFunction: Closing library 'Kernel32.dll' (76420000)

...Compiling finished. Check above for any errors.

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josepezdj
2,386 Posts
Posted Jan 10, 2015
Replied 9 hours later
It seems that it can't find the file 'fizzler_dynamic2_reference.smd', and what's that file? you should not need to modify any of the decompiled files except the .QC file. And you need the rest of files in the SAME folder than the .QC file when compiling the model. Check for these files:

Anyways, I've done a test and it works as it should.

Check out the attached files:

fizzler_dynamic_model.7z

You should only need to add now the lacking 7 .VTF files to the folder /materials/models/phoenix/fizzler and you're done.

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MetallicHero
17 Posts
Posted Jan 10, 2015
Replied 10 hours later

First off, I want to go ahead and thank josepezdj for helping me get this far. The model is working but I'm now having issues with the textures. They're stored in /materials/models/phoenix/fizzler/ like you said, but they're still not showing up. I'm looking on the VDC to see if there's anything in the VMT that I'm missing.

VertexLitGeneric
{
$basetexture "materials/models/phoenix/fizzler/fizzler_skin002"
$selfillum 1
$bumpmap "models\props\metal_box_normal"
$phong 1
$model 1

$phongboost 4

$phongfresnelranges "[1 1.5 2]"
}

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josepezdj
2,386 Posts
Posted Jan 10, 2015
Replied 33 minutes later
I don't know either, mine is working ok, I've copied the skin002 over and over to make the rest skins and all of them are showing up correctly:

Therefore the materials (.VMTs) are all ok.

You have surely changed something more.....

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CamBen
973 Posts
Posted Jan 10, 2015
Replied 19 minutes later

MetallicHero wrote:
First off, I want to go ahead and thank josepezdj for helping me get this far. The model is working but I'm now having issues with the textures. They're stored in /materials/models/phoenix/fizzler/ like you said, but they're still not showing up. I'm looking on the VDC to see if there's anything in the VMT that I'm missing.
```
VertexLitGeneric
{
$basetexture "materials/models/phoenix/fizzler/fizzler_skin002"
$selfillum 1
$bumpmap "models\props\metal_box_normal"
$phong 1
$model 1

$phongboost 4

$phongfresnelranges "[1 1.5 2]"
}

```

I think you need to change "materials/models/Phoenix..."
To this:
"Models/Phoenix..."

I'm pretty sure the materials folder can be omitted, cause the engine already knows that those are materials.

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josepezdj
2,386 Posts
Posted Jan 10, 2015
Replied 16 minutes later

CamBen wrote:
I think you need to change "materials/models/Phoenix..."
To this:
"Models/Phoenix..."

This.
Why did you change the materials? I rechecked mine and they're all ok... without the 'materials' word in.

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MetallicHero
17 Posts
Posted Jan 10, 2015
Replied 6 minutes later

Quote:
I think you need to change "materials/models/Phoenix..."
To this:
"Models/Phoenix..."

I'm pretty sure the materials folder can be omitted, cause the engine already knows that those are materials.

Thank you! I'm not entirely sure why I added "materials" but everything looks to be working now! Thank you guys for helping me out!

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MetallicHero
17 Posts
Posted Jan 10, 2015
Replied 6 hours later
The models and textures are perfectly fine now, but for some reason the model has a strange hitbox. Part of the model is solid while others aren't. Does anyone know how I can fix this? I'm so close.
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Skotty
671 Posts
Posted Jan 11, 2015
Replied 16 hours later
The decompiler may break the physbox partially. You could upload the .smd file and I can take a look on it.
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MetallicHero
17 Posts
Posted Jan 11, 2015
Replied 3 hours later

Skotty wrote:
The decompiler may break the physbox partially. You could upload the .smd file and I can take a look on it.

I'm so sorry, I have no idea what I'm doing. I would assume you wanted a file from after the model was compiled, but I can't find and .smd, though I do have one from before it was compiled.

I tried to figure out a way to quote josepezdj's download link, but I can't seem to get that to work. I'll just reattach it. Sorry for all this trouble.

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Skotty
671 Posts
Posted Jan 12, 2015
Replied 13 hours later
Yes, as usual the physics model wasn't recompiled 100% correctly.
Often it is just the rotation of the mesh which isn't correct. And this was the problem here, too.

I fixed that in the physics.smd for you. See attachment.

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MetallicHero
17 Posts
Posted Jan 16, 2015
Replied 4 days later
Sorry to keep asking, but where am I supposed to put the file? Do I need to recompile using this? I'm hoping not, given I had to get josepezdj to fix most of my compiling issues for me.
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josepezdj
2,386 Posts
Posted Jan 17, 2015
Replied 8 hours later

Well, you need to use the file that Skotty posted to replace the file with the same name that you should have where you have the rest of files after you decompiled the model, then recompile the model again. This way you'll see how now the model has the right collision model.

I'm attaching again the model, source files and materials but this time using Skotty's physics file:

fizzler_dynamic_model.7z
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MetallicHero
17 Posts
Posted Jan 19, 2015
Replied 2 days later
Thank you so much guys, everything is working!