hey
i dont know if i am o the right place but i try
i have some trouble to finish to recompile . my mesh is ok , but not the maps
i think i make a mistake on the cdmaterials but i dont know very well
i have some pink and black cube on the model viewer (like he dont find the maps)
the QC file
$cd "E:\DOTA 2\models\heroes\blood_seeker\"
$modelname "heroes/blood_seeker/weapon.mdl"
$model "default" "weapon.smd"
$cdmaterials "\models\heroes\blood_seeker"
$hboxset "default"
$hbox 0 "spine2" -22.601 -48.794 -33.562 0.000 48.410 0.000
$hbox 0 "right_hook4_0" -32.584 -27.114 -49.147 20.983 8.558 24.121
$attachment "attach_attack1" "left_hook3_0" -21.34 22.01 -25.31 rotate 13.26 152.85 69.19
$attachment "attach_attack2" "right_hook4_0" -30.14 -21.50 -19.62 rotate 5.12 -149.02 111.93
$attachment "attach_hitloc" "spine2" -0.17 -0.00 -1.71 rotate 71.36 -0.00 90.00
$surfaceprop "default"
$keyvalues { }
$illumposition 14.061 -13.749 56.250
$sequence BindPose "BindPose" fps 30.00
My vmt file
CustomHero
{
$baseTexture "models/heroes/blood_seeker/weapon_color"
$normalmap "models/heroes/blood_seeker/weapon_normal"
$maskmap1 "models/heroes/blood_seeker/weapon_mask"
$diffusewarp "models/heroes/witchdoctor/witchdoctor_lightwarp"
$SPECULAREXPONENT 10
$SPECULARSCALE 1
$RIMLIGHTSCALE 1
$AMBIENTSCALE 1
$FRESNELWARP "models/heroes/bane/bane_fresnelranges"
$cloakPassEnabled 1
Proxies
{
invis_proxy
{
}
status_proxy
{
}
}
}
Replies
when i decompile a model the qc file say
$cdmaterials ""--- > its empty
i think it's here but i dont understand why.
i exported the tga files in vtf with photoshop plugins
i simplify my code and i pass my maps through vtfedit but it still not work
i rename the qc file by weapon.qc (this file is in \DOTA\models\heroes\blood_seeker
with the model named weapon.mdl and the dx files etc etc
here the qc file
$cd "D:\DOTA\models\heroes\blood_seeker\"
$modelname "heroes/blood_seeker/weapon.mdl"
$model "default" "weapon.smd"
$cdmaterials "/models/heroes/blood_seeker/"
$hboxset "default"
$hbox 0 "spine2" -22.601 -48.794 -33.562 0.000 48.410 0.000
$hbox 0 "right_hook4_0" -32.584 -27.114 -49.147 20.983 8.558 24.121
$attachment "attach_attack1" "left_hook3_0" -21.34 22.01 -25.31 rotate 13.26 152.85 69.19
$attachment "attach_attack2" "right_hook4_0" -30.14 -21.50 -19.62 rotate 5.12 -149.02 111.93
$attachment "attach_hitloc" "spine2" -0.17 -0.00 -1.71 rotate 71.36 -0.00 90.00
$surfaceprop "default"
$keyvalues { }
$illumposition 14.061 -13.749 56.250
$sequence BindPose "BindPose" fps 30.00
my materials are in \DOTA\materials\models\heroes\blood_seeker
at the root
with weapon.vmt
weapon_normal.vtf
weapon_mask.vtf
weapon_normal.vtf
here the vmt files
"LightmappedGeneric"
{
"$basetexture" "models/heroes/blood_seeker/weapon"
"$envmapmask" "models/heroes/blood_seeker/weapon_mask"
"$normalmap" "models/heroes/blood_seeker/weapon_normal"
}
help me please
there 's not a question of dir ? , or create subfolder ?
other than that I can't spot anything super wrong with what your doing, keep in mind the modeling program has to be able to find the texture. ensure that the material you've assigned is exporting the correct name. e.g.
if you we're to assign a material called texture1.psd to a model when the smd is exported it will assign the material name 'texture1.psd' to those faces so when you specify "cdmaterials" it will search for a .vmt file name 'texture1.vmt' in the directory you specified.
you can check what your texture name after export is with a hex editor. You'll see something like
texture1.psd
0 0.000000 0.000001 -16.494881 -0.000000 -0.000000 1.000000 0.767818 0.527759 1 2 1.000000
0 30.544174 -12.654567 -16.894318 0.010781 -0.005540 0.999927 0.623525 0.603713 1 2 1.000000
$cdmaterials "/models/heroes/blood_seeker/weapon"
for said "you should find the weapon.vmt file ,
or if i named weapon.mdl he will automaticly find the weapon.vmt ?
by writing
$cdmaterials "/models/heroes/blood_seeker/"
he know that he should first go to MATERIALS folder right ?
so in true he will do "materials/models/heroes/blood_seeker/"
ty man
you would said my material should be named "weapon" in 3ds max before exporting it in smd ?
The big problem with source is that getting assets in game isn't as user friendly as it could be.
hammer editor i though ?
how can i do