{SOLVED} Importing new models
CamBen wrote:
Just decompile chell or a half life citizen and use that as a reference
decompiling?? that cant be as hard as compiling, right?
There's an early HL2 citizen in the Source SDK files.
Any texture you use needs to be converted to a .vtf file before it can be used by the game. You also need to create a material definition for it. (A .vmt file.)
If you haven't done that yet or don't know how to do it, have a look at "Creating a Material" on the VDC.
Both of these files go into the folder "materials/models/Steave", as per your .qc file. Their names must match the name of the material in Blender.
A .vmt file for a model usually has this syntax:
"VertexLitGeneric"
{
$basetexture models/Steave/your_mat_name
$surfaceprop flesh // (Unless Steave is a robot, in which case it would be metal)
}
HMW wrote:
Any texture you use needs to be converted to a .vtf file before it can be used by the game. You also need to create a material definition for it. (A .vmt file.)If you haven't done that yet or don't know how to do it, have a look at "Creating a Material" on the VDC.
Both of these files go into the folder "materials/models/Steave", as per your .qc file. Their names must match the name of the material in Blender.
A .vmt file for a model usually has this syntax:
```
"VertexLitGeneric"
{
$basetexture models/Steave/your_mat_name
$surfaceprop flesh // (Unless Steave is a robot, in which case it would be metal)
}```
I tried this and it didn't seem to work my model still had those pink and black squares D:
Skotty wrote:
Open your SMD with a text editor and look if the textures used in there have the same name as your VMT (except the extension).
By SMD i'm assuming you mean my SMD.QC Yes that's right I named my .qc SMD...
Anyways I opened it up and and addded a Cube.003 to my $cdmaterials; but without success...
FelixGriffin wrote:
Look in the modelviewer, it will tell you the exact path it's using for the missing images.
Every time I open my .mdl file it crashes, no matter what program I'm using...
Axon9000 wrote:
By SMD i'm assuming you mean my SMD.QC Yes that's right I named my .qc SMD...
Anyways I opened it up and and addded a Cube.003 to my $cdmaterials; but without success...
No, if I say SMD I mean SMD.
Axon9000 wrote:
Right, I opened it and there was nothing refereeing to texture; in fact I pressed ctrl+f and searched for the word texture, but found nothing, so what do I put before the name of the texture??? And on what line do I put it?
no open up the .smd not the .qc
FelixGriffin wrote:
Look in the modelviewer, it will tell you the exact path it's using for the missing images.
Got the Model viewer to work, and I fixed the missing textures because of it, I also figured out the solution for my models limbs not being connected; (It was on my end, not because of Source) Now I have one last question, if I wanted to give my model a new skin/body, like the Scout in tf2 having a different skin for Rex/Blu, rather than a brand new model, how would I go about doing that?
Edit: Red*
FelixGriffin wrote:
https://developer.valvesoftware.com/wiki/$texturegroup
This worked; anyways thanks ALL of you, for the help you've given to me; all my model problems are solved now thanks to you,
at least for now. 
For example:
version 1
nodes
0 "polymsh16" -1
end
skeleton
time 0
0 0.000000 0.000000 0.000000 1.570796 -0.000000 0.000000
end
triangles
ApertureLogo_Text.tga
0 -32.843838 -2.360653 -55.040546 0.000000 -1.000000 -0.000000 0.886487 0.706254
0 -32.804592 -2.360653 -54.798889 0.000000 -1.000000 -0.000000 0.886392 0.705541
0 -32.804592 -2.360653 -54.557251 0.000000 -1.000000 -0.000000 0.886365 0.704820
.
.
.
There you see, the texture the game will look for (the .vmt file) must be called "ApertureLogo_Text.vmt".