change your VMT file to this:
"VertexLitGeneric"
{
"$basetexture" "rose/boxx"
"%keywords" "rose"
}
tell me, how are you compiling this? are you using a batch file or are you just placing the qc over studiomdl?
well im guessing the name of your idle sequence SMD is not "[Your model's animation sequences"
change that to the actual name of your idle sequence SMD.
and note, if your idle sequence is the model doing absolutely nothing, then you could use your reference SMD for the sequence.
so the...
read the tutorials over on hl2world to learn how to do all this stuff.
you are obviously evading my question for some strange reason but to get your own models ingame you dont need the originals.
i am still a bit young but i am interested in being a programmer for Games when im older.
in regards to College/University courses, do you have to take "PURE" computing course. im not sure what the course is actually called but thats what my dad calls it and he tells me its the hardest one with...
dekstar, i will write a tut when i have the time. i have kind of been waiting until its possile to use a decompiled CSS model and use the original animations....but i guess i may have to wait a long time
you just model the gun first. and then you import a decompiled model and use that to put the gun in the right place for the first person view.
ill warn you that it is VERY hard to get weapon models in game. i dont think its possible to do it without making your own animations.
good luck
the small wheels should be 7 or 8 at most. i would say the big wheels should be about 14 since they are pretty big.
and the whole model in general is just too smooth for whats needed
if this model is for a mod then you will have to reduce it to about 500 or 600. but if its just for you, or your map then it doesnt really matter. get it down to like 1000 or something if you want to try and minimilise any lag caused by it
well im a prop modeler for The Somme Valley mod and my props are usually around 200-500 polys. some are less and the occasional odd one is more.
serious prop modeling is tough. you have to have experience and know how to get the best result with so little polys
that looks like a pretty good model. but the render is bad because the light is way too harsh(bright). its hard to make out the model.
but it looks good and poly count is low.
lol, if you find a skinner ill eat my hat :P
its not 100% finished but that's it basically done.
im not going to be putting it in game because i would have to do my own animations and i cant be bothered with that.