i think your $cdmaterials line should read:
$cdmaterials "walker\"
in my program; what are you doing to get the window, eg. the run compile script feature, and which options have you clicked?
sorry man. it not so much that im trying to spam my app, its just that the whole correct folders thing is such a nuisance i prefer just to point ppl to my app to solve their probs.
but i realise that in this case there is in fact something wrong with his qc and my prog would not fix that...
iv not read your entire post, but i can tell you one solution:
use my programme found in the thread "HL2 Compile Toolkit" on this forum. read the 'how to use.txt' and use it to compile as it will sort all this shit out for you.
oh and i just realised something wrong with your VMT file. the...
reinstall sdk by deleting the sourcesdk and sourcesdk_content folder and the sourcesdk.gcf.
make sure steam is off when you do this and when you start steam and play sourcesdk you will need to download it again.
alternatively you could ask someone else for their "filesystem_steam.dll"
comon guys please give me some feedback here. i know some of you must have downloaded the new version because the post's views have gone up quite a lot.
please give me feedback even if you are having no problems.
thanks
im not entirely sure what you're trying to do but it sounds like you are getting an error when you try to import hl2 SMDs into maya.
if this is right then i think i have the answer(although i know nothing about maya): it is probabley because the import feature you are using is for hl1 smds...
look over at my post, HL2 Compile Toolkit. download the programme and read 'how to use.txt' to understand how to use it to compile your model. then do the compiling of your model and tick the check box to copy to game. and your model will then work in your map.
note: carefully read the part...
Update version 1.1.1 BETA
hey guys.
sorry for the last update not working, i really released it before it was ready. anyway iv done quite a lot of work on fixing it and testing it, so im fairly confident this will work for the most part.
this update has the same release notes of the last...
yeah i know wat u mean and i would actually find this of use too.
maybe when i have time il add this feature to my hl2 compile toolkit.
sorry dodo but i cant help you any more on this at the moment
dont know about 3ds max. but if you know how to change the size to the real scale(its actual size in the real world) then change it to that and enter 39 for the "$scale" command in your QC file
im 90% sure its nothing to do with your map. its that you havent placed the compiled files into the right folders to work ingame.
its complicated to explain and hard to understand where exactly the files should be placed to work ingame.
and i would advise using my HL2 Compile Toolkit...
model the weapon in "real scale" so that it is the real size it would be in real life. eg a pen which is 4 inches. then put the scale factor to 39 in your qc and that will chang it to "real scale" in hl2.
and yes it will need a skeleton for animations
not your fault my friend, it is mine.
i knew something like this would happen which stops the whole programme from loading.
i got to go to school now guys but as soon as i get back in the afternoon il fix this up.
thanks kozak.
HL2 Compile Toolkit Update - version 1.1.0 BETA
hey guys
the update is here!
the compiling part of the programme is basically the same except for the fix of the compiling for hl2 bug and smoothed out other errors.
the new features are Create QC File and Install Model/Skin.
the create...
the milkshap decompiler only works with hl1 mdl files.
for hl2 you need Cannonfodder's MDL Decompiler:
http://www.chaosincarnate.net/cannonfodder/cftools.htm
if you would rather model in lightwave but are only not doing so because of exporting, then dont worry because thats not a problem.
all you have to do is get milkshape 3d, and from there you can import lightwave model files.