well when you add the factors of coding to the equation there is really no knowing what is the cause of the error.
apart from it being a coding error, it could be a ****ed up model or an error in the QC script.
did you try the new version? what did the error message say?
if you havent tried it, please do. its just that i cant seem to get the errors you are and i need you to get them again for me and tell me the error message :)
and iv been coding the programme to allow for weapon compiling and i...
since i dont get the error, in this small update, it should give you a descriptive error message so that you can tell me it and i can solve the issue :)
updated version
the answer to that is that you cant.
however, thats my next plan for the programme. i will get it done soon and tell you...
ok can give me more detail, when precisely are you getting this error?
sorry your getting problems Zack, but just hang in there because most people seem to have it working and im sure you will too soon.
make sure that "body.vtf" is in the directory where the vmt is looking for it. and also make sure that the VMT is in the same folder as the "$cdmaterials" command of the model's qc file
well im sorry but i dont really know much about this. iv never needed to use any of these commands so i havent experimented with how.
i suppose i might think about adding it to my programme, so if you work it out then could you share it?
good luck m8
Update version 1.1.3 BETA
in this update iv fixed numerous minor bugs, added a couple more small features and removed the task of setting your $modelname and $cdmaterials part of your QC correctly.
features added:
VTF to TGA - this couldnt be more simple. you select the folders where the...
it might be possible. it depends on the model's poly count(there are limits) and the textures can be a maximum of 2048x2048
but i doubt you could get it looking AS good.
http://www.valve-erc.com/srcsdk/models/modeling_qc_commands.htm
might help
edit: scroll down to the $sequence commands section. you might also want to look at the $animation commands although i could find nothing about blending there.
when you choose the compile options firstly check compile textures but nothing else. then compile model and copy to game.
thers a bug when you do it in a oner but i hav fixed this with the new version which should hopefully be released later today.
thanks for your feedback
copy it to the equivalent folder in the game's models directory.
for example if it were in "materials\sample" folder in sourcesdk or whatever, you put it in the "game folder\materials\sample"
eg. "counter-strike source\cstrike\materials\sample"
you've got a few less common commands; $origin and $attachments, which i dont know much about and are more complicated/advanced. but i suspect it is something wrong with one of those lines.
there are 3 different types of SMD files: reference SMDs, physics(or collision) SMDs, and animation(or sequence) SMDs.
he means that it thinks that your animation SMD files are infact reference SMD files.