{SOLVED} Importing new models

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CamBen
973 Posts
Posted Mar 05, 2014
Replied 9 minutes later
Just decompile chell or a half life citizen and use that as a reference
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Axon9000
36 Posts
Posted Mar 05, 2014
Replied 2 minutes later

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?

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Skotty
671 Posts
Posted Mar 05, 2014
Replied 22 minutes later
Default NPC height is 68 or 72 (player).
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FelixGriffin
2,680 Posts
Posted Mar 05, 2014
Replied 1 hour later
Don't try to decompile something with a ragdoll. It will usually go horribly wrong.

There's an early HL2 citizen in the Source SDK files.

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Axon9000
36 Posts
Posted Mar 08, 2014
Replied 2 days later
Alright I have the right size for the model, however I have 2 small problem's 1 is that the limbs seem to be detached from the body; also I cant seem to get the texture to work, or to be more precise, how to make the model realize that it needs to look for it...
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Axon9000
36 Posts
Posted Mar 08, 2014
Replied 21 hours later
Also where do I put the textures once its compiled.
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HMW
806 Posts
Posted Mar 09, 2014
Replied 14 hours later

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)
}

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Axon9000
36 Posts
Posted Mar 12, 2014
Replied 2 days later

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:

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Skotty
671 Posts
Posted Mar 12, 2014
Replied 8 hours later
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).
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FelixGriffin
2,680 Posts
Posted Mar 12, 2014
Replied 33 minutes later
Look in the modelviewer, it will tell you the exact path it's using for the missing images.
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Axon9000
36 Posts
Posted Mar 12, 2014
Replied 3 hours later

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...

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Axon9000
36 Posts
Posted Mar 12, 2014
Replied 1 minutes later

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...

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Skotty
671 Posts
Posted Mar 12, 2014
Replied 2 hours later

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.

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Axon9000
36 Posts
Posted Mar 12, 2014
Replied 7 minutes later
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?
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CamBen
973 Posts
Posted Mar 12, 2014
Replied 1 hour later

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

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Axon9000
36 Posts
Posted Mar 12, 2014
Replied 25 minutes later
Oh sorry, I may not have been clear on this; yes I opened the .qc but Skotty corrected me and I opened the .smd, and there was nothing referring to "texture" so what do I do? should I add a new line referring to its texture; if so what would the line say???
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Axon9000
36 Posts
Posted Mar 12, 2014
Replied 55 minutes later

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*

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FelixGriffin
2,680 Posts
Posted Mar 12, 2014
Replied 23 minutes later

https://developer.valvesoftware.com/wiki/$texturegroup

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Axon9000
36 Posts
Posted Mar 12, 2014
Replied 38 minutes later

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.

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Skotty
671 Posts
Posted Mar 12, 2014
Replied 4 hours later
Don't look for "texture" in your SMD. The name you need to search for is the name of your texture.
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".