I just begun modeling and i use xsi mod tool v6 i can port the models to source. But the textures wont work properly. They show up with the black and purple checkerboard texture. Can anyone help?.
Open your .smd files in wordpad.
version 1
nodes
0 "green_bin" -1
end
skeleton
time 0
0 0.000000 -0.096582 0.261453 0.000000 -0.000000 0.000000
end
triangles
difuse.PNG
0 -11.636561 -13.667243 0.261453 0.000000 0.000000 -1.000000 0.471805 0.045833 1 0 1.000000
0 11.636561 -13.667243 0.261453 0.000000 0.000000 -1.000000 0.216987 0.045833 1 0 1.000000
0 9.882102 -14.772702 0.261453 0.000000 -0.000000 -1.000000 0.236197 0.038038 1 0 1.000000
difuse.PNG
Now hit ctrl - h and find and replace all of your texture files with the name of your .vmt file.
Example: The above is original, fresh export straight outa 3d studio max. It still has the name of my .PNG texture.
version 1
nodes
0 "green_bin" -1
end
skeleton
time 0
0 0.000000 -0.096582 0.261453 0.000000 -0.000000 0.000000
end
triangles
difuse.vmt
0 -11.636561 -13.667243 0.261453 0.000000 0.000000 -1.000000 0.471805 0.045833 1 0 1.000000
0 11.636561 -13.667243 0.261453 0.000000 0.000000 -1.000000 0.216987 0.045833 1 0 1.000000
0 9.882102 -14.772702 0.261453 0.000000 -0.000000 -1.000000 0.236197 0.038038 1 0 1.000000
difuse.vmt
Now make sure your textures are called that and are in the right folders.
Since I generally model for css, my textures go here
‘\counter-strike source\cstrike\materials\p0rt1r’
My models go here.
‘\counter-strike source\cstrike\models\p0rt1r’
Now my .QC file for green_bin looks like this.
$scale 1.00
$modelname "p0rt1r/green_bin.mdl"
$cdmaterials "p0rt1r/"
$body "Body" "green_bin.smd"
$sequence "Idle" "green_bin.smd" fps 30 ACT_IDLE 1
$keyvalues {
"prop_data" {
"base" "metal.large"
}
}
$collisionmodel "green_bin_phys.smd" {
$concave
$mass 150
}
$cdmaterials “p0rt1r/” means that its gonna look for the texture in the p0rt1r folder in ‘\counter-strike source\cstrike\materials’
This is what my vmt files usually look like
"VertexlitGeneric"
{
"$basetexture" "p0rt1r/lab_blue_barrel"
"$bumpmap" "p0rt1r/normals/lab_blue_barrel_normal"
"$surfaceprop" "plastic_barrel"
"$envmap" "env_cubemap"
"$normalmapalphaenvmapmask" 1 //Because I have a bump map
}
You dont need most of that infact. all you really need is this:
"VertexlitGeneric"
{
"$basetexture" "p0rt1r/lab_blue_barrel"
"$surfaceprop" "plastic_barrel"
}
Thx gonna try it later.
Thanks man it worked!.