Confused about weapon skins...

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Nimion

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After tedious model messing I got my weapon in-game. Now the texture stuff is really confusing me.

I'm using MAX 6 and here is what I have done.

-Placed a multi-sub material on my model
-Loaded the texture onto the multisub object
-Set all the id's porperly
-Took my 24bit tga and created the vtf
-Created the vmt
-Created the QC file for the model
-Compiled the model and animations
-In game is comes up as black&purple checker texture

I've been looking at tutorials but so many of them conflict. Here is what is in my VMT file...

Code:
"LightmappedGeneric"
{
     "$basetexture" "models/weapons/v_dxr_pistol/texttex.vtf"
}

Now...it still apeares as that default black&purple checker textrue. I'm probably not placing the files in the correct folder, so here is my paths with all the files.

These paths have all my .tga, .vmt, and .vft files in them just to be on the safe side.

..hl2/materials/models/weapons/v_dxr_pistol/...
..hl2/materialsrc/models/weapons/v_dxr_pistol/...


I've seen tutorials which tell me touse VertexLitGeneric instead of LightmappedGeneric, and turtorials which append the .vtf at then end of the path...anyone know the correct format to do this? I've been working 2 days on this and I cant seem to do it right. :|



EDIT:

Here is the code in my QC if it's needed.

Code:
$cd "D:\Documents and Settings\Nimion\Desktop\Test\"
$modelname "weapons/v_Pistol.mdl"
$body "studio" "dxr_pistol.smd"
$cdmaterials "models\weapons\v_Hand"
$cdmaterials "models\weapons\v_dxr_pistol"
...
 
Well i figured out my main problem, I was editing the wrong QC file.....so it wasnt even looking to the correct path.

But now im getting a you need to add

$mode=1 in the vmt file..when in game...I tried editing the vmt but its giving me the same error...
 
Have you tried looking at the SDK sample weapons to see what they use?
 
Ok...excuse my bad small errors but I've been doing this for 5 hours and its 3am...it was spelt model not mode.

EDIT: I dont seem to have any weapon samples from the SDK...


EDIT2:

Code:
"LightmappedGeneric"
{
     "$basetexture" "models/weapons/v_dxr_pistol/testtex.vtf"
     $model=1
}

I have that in my vmt file but im still getting the same error...I think I put the '$model=1' in the wrng format but I dont know how it should go, ne one got the correct format?
 
Well I finally got it to work...but here is a huge problem..
water_21116.jpg


...now, how in the world do I fix that!...My texture is a soild teal color tga. Not...that lol.


If i try VertexLitGeneric instead of LightmappedGeneric I get the purple&black texure back on my model...*sighs* I just cannot win.
 
\steam\SteamApps\your@account\sourcesdk_content\hl2\modelsrc\weapons

Should be plenty of samples there


Here's V_Pistol.qc:

Code:
/*
==============================================================================

View model Pistol

==============================================================================
*/

$modelname weapons/v_Pistol.mdl
$cdmaterials models\Weapons\V_hand models\Weapons\V_Pistol


// whole body
$body studio "Pistol_reference.smd"

$origin 0 0 68

//Muzzle flash
$attachment "muzzle" "ValveBiped.muzzle" 0 0 0

//Shell eject
$attachment "1" "ValveBiped.eject" -1.00 0.00 0.00 rotate -0 90 -180

$sequence idle01 "Idle01" loop fps 30 activity ACT_VM_IDLE 1 node 0
$sequence idle01empty "Idle01_empty" loop fps 30 activity ACT_VM_IDLE_EMPTY 1 node 0
$sequence fire "Fire" snap fps 30 activity ACT_VM_PRIMARYATTACK 1 { event AE_MUZZLEFLASH 0 "PISTOL MUZZLE" } node 2
$sequence fire1 "Fire1" snap fps 30 activity ACT_VM_RECOIL1 1 { event AE_MUZZLEFLASH 0 "PISTOL MUZZLE" } node 2
$sequence fire2 "Fire2" snap fps 30 activity ACT_VM_RECOIL2 1 { event AE_MUZZLEFLASH 0 "PISTOL MUZZLE" } node 2
$sequence fire3 "Fire3" snap fps 30 activity ACT_VM_RECOIL3 1 { event AE_MUZZLEFLASH 0 "PISTOL MUZZLE" } node 2
$sequence fireempty "Fire_empty" fps 30 activity ACT_VM_DRYFIRE 1 node 2
$sequence draw "Draw" snap fps 30 activity ACT_VM_DRAW 1 node 0
$sequence drawempty "Draw_empty" fps 30 node 0
$sequence reload "Reload" fps 30 activity ACT_VM_RELOAD 1 node 0
$sequence holster "Holster" fps 30 activity ACT_VM_HOLSTER 1 node 0
$sequence holsterempty "Holster_empty" fps 30 activity ACT_VM_HOLSTER 1 node 0
$sequence idletolow "idle_to_lowered" fps 30 activity ACT_VM_LOWERED_TO_IDLE 1  transition 0 1
$sequence lowtoidle "lowered_to_idle01" fps 30 activity ACT_VM_IDLE_TO_LOWERED 1 transition 1 0
$sequence lowidle "idle01_lowered" fps 30 loop activity ACT_VM_IDLE_LOWERED 1 node 1
 
I found my problem...I had a error from another tutorial.

...do not have .vft at the end of the path inside the vmt.

Its 4am...I gain teh reward of sleep for this painful process. Heres the screeny of it working in-game. Not the flashyiest texture but its all working, so now I can get to the serious modding, including a full VTM for the public to clear up all the confusion of doing this from start to finish!

water_21117.jpg
 
Congratulations :)

What do you use for modelling? XSI?
 
Actually I'm a max fan, been using it for about 5+ years. I have played with XSI but I'm having having problems with like..such as tyring to pan the view screating splines, it'l stop my spline and start a new one :(. I think XSI has a lot of potential, just if I could figure it out lol.
 
Yeah, I've been struggling to make the transition too. Then I thought "why bother" and got some of the tools to export models from Max. Now I'm happy again :)
 
Nimion said:
I found my problem...I had a error from another tutorial.

...do not have .vft at the end of the path inside the vmt.

Its 4am...I gain teh reward of sleep for this painful process. Heres the screeny of it working in-game. Not the flashyiest texture but its all working, so now I can get to the serious modding, including a full VTM for the public to clear up all the confusion of doing this from start to finish!

water_21117.jpg
I think thats the first custom model I've seen in the engine and not some prerender so far from a mod. Not including the boring ones that I haven't looked at since way back anyways.
 
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