Hello
First of all, I'd like to say that I am new here, and if I have posted in the wrong topic please redirect me
![:) :)](https://polycount.com/plugins/emojiextender/emoji/twitter/smile.png)
Now, my problem is that I can't compile my model. I am making a new shotgun to contribute, and I've decided to test it as a skin to normal shotgun.
But I can't. Every my try seems to fail.
Then I've decided to try and test it as a hat - and it worked! Here:
http://www.deviantart.com/download/168201908/Morgan_hat_3_by_DwarfVaderRus.jpghttp://www.deviantart.com/download/168201860/Morgan_hat_2_by_DwarfVaderRus.jpg
Why hat?
There is a nice tutorial on Steam Forums, so I've used it.
Now, what do I do wrong?
Earlier, when I tried to make it a "hat" I've faced an error, which spammed my console:
Material [material name and path] does not support vertex format used by the mesh (maybe missing fields or mismatched vertex compression?), mesh will not be rendered. Grab a programmer!
I've solved it by editing the .VMT file..
But returning to the viewmodel, I don't get any of these errors. Just an "invisible" model, or maybe there is none..
I've tried to decompile my compiled model (lol, yeah) and everything was fine...
I can provide more information if you need it, but I don't want to post a too-big-wall-of-text right now. I will if you ask.
Thank you in advance, I hope it gets solved
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Replies
Also, "skin" is not the right term. It's either a new model or texture - "skin" doesn't really apply to it.
Well, thanks
My QC file:
But hey, as I've said, I'll look into the sites, and maybe find the answers..
Ther QC is "just-in-case", you know
In the case of the invisible model it normally means the name of the diffuse that was applied to the model when exported doesn't match the material name called out in the VMT file.
The path and extension do not matter, but the name needs needs to match. For example if the texture in your VMT file is called shotgun.vtf then you need to apply a texture to the diffuse slot that's called shotgun.tga or shotgun.psd.
At the top of the VMT file is the main shader for most models you'll use "VertexLitGeneric" if you're using a shader that gets applied to hammer BSP brushes it will give that error.
It also helps to know what app you're using to build and export the models...
Actually I have imported the original shotgun (with hands and bones) and attached mine to them, in place of the original shotgun, then "re-skinned" it..
With the materials I have assigned the exact same material which applies to the in-game model... I mean, .../materials/models/weapons/v_models/v_shotgun.vtf or something like that, I can't remember right now. Yeah, path doesn't matter, but the name is the same.
Well I am using 3DS Max 2009 64 bit, GUIstudioMDL, Canonfodder's Model Decompiler... I think that's enough :P Oh, yeah, and VTFEdit for creatimg VMTs and viewing VTFs
Also, I get this when compiling:
Oh, yeah, and one more, but very important thing.
I have made (as a test) a sphere, a big one, and aligned it to theweapon. I have skinned it, etc, and exported. And yeah, I didn't see it. So I think that it is other problem than pivoting or positioning...
Thanks again :icon60:
Now, I have made a Worldmodel, but it doesn't have a texture... I will correct it soon (and the bones too), but now I know that it's not a model problem (but what could it be anyway with the model, huh)
http://www.deviantart.com/download/168210458/Worldmodel_no_texture_by_DwarfVaderRus.jpg
Sorry for this spam, but I have just found this in console:
It appears when I switch from third person view back to first person..
---
Yay, made the wiewmodel texture work fine!
http://www.deviantart.com/download/168462365/Morgan_worldmodel_beta_by_DwarfVaderRus.jpg
http://www.deviantart.com/download/168462447/Morgan_worldmodel_beta_2_by_DwarfVaderRus.jpg
http://www.deviantart.com/download/168462713/Morgan_worldmodel_beta_3_by_DwarfVaderRus.jpg
My console: