This is my first post on polycount and I'd really like some help with loading a model in
Source SDK's
Itemtest.
So, I created a model in Autodesk 3ds MAX 2012. 651 polygons. No bones. I didn't unwrap the UVW and texture it, I just used the material editor to give it colour and effects. I did use raytrace.
I exported the object
as a .obj file, and made an LOD. When I exported the objects,
it made copies of them as .mtl files. The LOD only has about 600 polys (not much difference I know :poly122:). I exported the LOD too.
So now I open SDK, click
Itemtest. I name my model, select the class it'll be for (this is for Team Fortress 2 by the way, and I chose demoman) then checked
Auto-skin to bip_head bone because it's a hat. Everything valid, so I click next.
Then I browse for
LOD0 which is the main, full polygon model. I choose my 651 poly model, then for
LOD1 (which is the secondary, low-poly model) I select my 600-ish poly model. Everything valid, I click next.
Now it asks me to specify textures for my model by selecting the texture files that comprise the material. Now, the model only has two different materials: a raytrace material with a bitmap of shiny metal (I used a 256x256 image for this and I still have it) and a standard material which I just changed the colour of, so I don't have a texture or image for that. Because of this, I choose my shiny metal
.psd image for both the common texture and normal map. Everything is valid, I click next.
Now I've reached the final stage: compiling. All fields are filled with directories, everything is valid. I click compile. It takes a few seconds before it tells me compiling was a success.
So now that's done, I open Team Fortress 2 and open a test map to test my object. But when I press F7 then click
browse for item,
it will only allow me to select .mdl files (the files Valve use in their games). The bad news:
I exported my models as .obj files (with .mtl copies)
and I can't export anything as .mdl. This means I can't load my items in the itemtest.
Please, I'd really like to know what I've done wrong and if you have any idea at all, please post on this thread! Below are links to download some of the files I used so you can see what I've done and used.
Main model (3ds MAX scene, requires 3ds MAX to open): http://www.4shared.com/file/9mHFN4zX/helmofspikes.htmlLow poly model (3ds MAX scene):http://www.4shared.com/file/90Jr7yw2/helmofspikesLOD.htmlThe shiny metal texture used (.psd file):http://www.4shared.com/photo/gWYPHC8V/shinymetal.htmlThe exported main model (.obj file):http://www.4shared.com/file/Jq8zYEiu/helmofspikes.htmlThe exported low poly model (.obj file):http://www.4shared.com/file/XsLf5yZ1/helmofspikesLOD.html
Replies
// a smd exporter plugin for 3ds max
- http://www.wunderboy.org/3dapps.php#max_smd
// and a studio .mdl model compiler. Just load up your QC's and your golden.
- http://www.wunderboy.org/sourceapps.php
On a side note...when you export any object from your 3d app. Make sure you have the correct final name of the texture material applied to it. Otherwise exporting w/o one will only create errors.