Hi Polycount!
I've been lurking around these forums for quite some time but I recently stumbled across an issue I can't solve myself.
I've tried manually compiling an item and testing it ingame. The whole compilation process worked perfectly fine but the shaders/textures are causing me quite a lot of trouble.
Once I compile the model and preview it ingame it shows up entirely white in the pedestal preview...
![25iua0l.png](http://i57.tinypic.com/25iua0l.png)
...and entirely invisible ingame. The strange part is, though, that the geometry and animations seem to be perfectly good - just the textures are invisible. Once I hover the mouse over the spot where the item is supposed to be the green outline shows the silhouette:
![2jacntg.png](http://i60.tinypic.com/2jacntg.png)
So apparently I got a certain problem with shaders here. This is the .vmt file I am using to specify the textures:
"CustomHero"
{
"$baseTexture" "models\items\juggernaut\lotus_ward_2_color"
"$normalmap" "models\items\juggernaut\lotus_ward_2_normal"
"$SPECULAREXPONENT" "13"
"$SPECULARSCALE" "1"
"$RIMLIGHTSCALE" "1"
"$maskmap1" "models\items\juggernaut\lotus_ward_2_mask1"
"$maskmap2" "models\items\juggernaut\lotus_ward_2_mask2"
}
All .vtfs are named correctly and in the same folder as the .vmt. Has anyone here ever encountered a similar issue or got any leads I might follow?
Replies
Hmmm thank you, that's something I haven't tried yet. Unfortunately I only own Blender. I've tried renaming the material I assigned to the .smd to the name of the .vmt but that alone didn't fix it. Do you know if there is any equivalent in Blender where I can define the path name?