P
PudBawl
Guest
Hey guys, be not intimidated by my massive number of posts, I'm really quite a nice guy.
Here is the problem I'm having, I've got my model exported as an SMD and can convert it to an MDL and can view it with the pink and black checker board in the viewer or in hammer. I've got my texture TGA converted to a VTF and can apply it to objects other than my model in hammer. At the moment I'm just trying to have my model as a "prop_static", you know, just to get a grip on things before I start adding in it's animation and what not.
Here is my base directory
c:\program files\valve\steam\steamapps\pudbawl\half-life 2\hl2\
VTF + VMT
materials\walkerMat\walker.vmt
materials\walkerMat\walker.vtf
SMD + QC + MDL
models\walker\walker.smd
models\walker\walker.qc
models\walker\walker.mdl <with all the other junk after I run studiomdl on the QC>
Here is my QC file, I have not implemented a collision model yet
$modelname walker\walker
$cdmaterials walkerMat\
$staticprop
$scale 1.0
$body studio walker.smd
$sequence idle "walker" loop fps 30
/*
$collisionmodel "walker_phys.smd"{
$Mass 100
$concave
}
*/
Here is my VMT file
"VertexLitGeneric"
{
"$basetexture" "walkerMat\walker"
"$model" 1
}
Here are some images of the model I'm doing (note that the model is not mirrored in these images), once mirrored it is about 1200 polys.
Here is the problem I'm having, I've got my model exported as an SMD and can convert it to an MDL and can view it with the pink and black checker board in the viewer or in hammer. I've got my texture TGA converted to a VTF and can apply it to objects other than my model in hammer. At the moment I'm just trying to have my model as a "prop_static", you know, just to get a grip on things before I start adding in it's animation and what not.
Here is my base directory
c:\program files\valve\steam\steamapps\pudbawl\half-life 2\hl2\
VTF + VMT
materials\walkerMat\walker.vmt
materials\walkerMat\walker.vtf
SMD + QC + MDL
models\walker\walker.smd
models\walker\walker.qc
models\walker\walker.mdl <with all the other junk after I run studiomdl on the QC>
Here is my QC file, I have not implemented a collision model yet
$modelname walker\walker
$cdmaterials walkerMat\
$staticprop
$scale 1.0
$body studio walker.smd
$sequence idle "walker" loop fps 30
/*
$collisionmodel "walker_phys.smd"{
$Mass 100
$concave
}
*/
Here is my VMT file
"VertexLitGeneric"
{
"$basetexture" "walkerMat\walker"
"$model" 1
}
Here are some images of the model I'm doing (note that the model is not mirrored in these images), once mirrored it is about 1200 polys.