Adamtehgreat
Newbie
- Joined
- Oct 20, 2004
- Messages
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Hey all. I have just spent the last day trying to get alpha maps working with a tree model I have created for my map.
AAAAnnnnyway, I created a 24 bit TGA with Alpha Channel, run vtex with the command "vtex.exe -mkdir -shader C:\Program Files\Valve\Steam\SteamApps\XXXXXX\sourcesdk_content\cstrike\materialsrc\testtexture\tree.tga" and then compiled the map with
"C:\Program Files\Valve\Steam\SteamApps\XXXXXX\sourcesdk\bin\studiomdl.exe" "C:\Program Files\Valve\Steam\SteamApps\XXXXXX\sourcesdk_content\cstrike\modelsrc\my_custom_models\jtree.qc"
To my Knowledge the tree.vmt file seems correct:
"VertexLitGeneric" { "$basetexture" "testtexture/tree" }
qc file:
// Output .MDL
$modelname custom_models/jtree.mdl
// refers to "D:\Program Files\Valve\Steam\SteamApps\XXXXXX\sourcesdk_content\cstrike\materialsrc\"
// this will be saying where yer texture is and in it should be in "sourcesdk_content\cstrike\materialsrc\models\
$cdmaterials testtexture
$staticprop
$scale 1.0
// it's just ./(name of model)
$body studio "./jtree"
// sequences: all sequences are in $cd must have an animation sequence if theres animation or not
$sequence idle "jtree" loop fps 15
// you can make a seperate model for colisions if it's a realy complicated model and put name of it here
// otherwise just use the same model
$collisionmodel "jtree.smd"
{
// Mass in kilograms for when model is used as a prop_phys
$Mass 400
$concave
}
Is there something wrong with my commands? Am I missing Alpha Map scripting commands? (are there any?) The model is all 1 static mesh, with just this texture map.
TGA and Alpha Channels
What it looks like in Hammer (and ingame :frown: )
AAAAnnnnyway, I created a 24 bit TGA with Alpha Channel, run vtex with the command "vtex.exe -mkdir -shader C:\Program Files\Valve\Steam\SteamApps\XXXXXX\sourcesdk_content\cstrike\materialsrc\testtexture\tree.tga" and then compiled the map with
"C:\Program Files\Valve\Steam\SteamApps\XXXXXX\sourcesdk\bin\studiomdl.exe" "C:\Program Files\Valve\Steam\SteamApps\XXXXXX\sourcesdk_content\cstrike\modelsrc\my_custom_models\jtree.qc"
To my Knowledge the tree.vmt file seems correct:
"VertexLitGeneric" { "$basetexture" "testtexture/tree" }
qc file:
// Output .MDL
$modelname custom_models/jtree.mdl
// refers to "D:\Program Files\Valve\Steam\SteamApps\XXXXXX\sourcesdk_content\cstrike\materialsrc\"
// this will be saying where yer texture is and in it should be in "sourcesdk_content\cstrike\materialsrc\models\
$cdmaterials testtexture
$staticprop
$scale 1.0
// it's just ./(name of model)
$body studio "./jtree"
// sequences: all sequences are in $cd must have an animation sequence if theres animation or not
$sequence idle "jtree" loop fps 15
// you can make a seperate model for colisions if it's a realy complicated model and put name of it here
// otherwise just use the same model
$collisionmodel "jtree.smd"
{
// Mass in kilograms for when model is used as a prop_phys
$Mass 400
$concave
}
Is there something wrong with my commands? Am I missing Alpha Map scripting commands? (are there any?) The model is all 1 static mesh, with just this texture map.
TGA and Alpha Channels
What it looks like in Hammer (and ingame :frown: )