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TF2 Modeling Trouble

polycounter lvl 11
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Zeemis polycounter lvl 11
I'm having a bit of trouble with a model I made and having it set up in Hammer, and viewable in the Model Viewer.
My model looks like this, and looks like the following after compiled:
http://img41.imageshack.us/img41/8007/finishedcoatrack.png
http://img233.imageshack.us/img233/9671/strange.png

*I should note that even though the model is seamlessly transparent in Valves model viewer, it can detect that the model has vertices and detects the wires in wire frame mode.*


I exported my model in 3DS Max 2010 64-bit using "Wall Worm Tools". It created a .smd and a .qc file.
This is the content of the .qc file:
$modelname "Coat_Rack.mdl"
$model "Body" "Coat_Rack.smd"
$cdmaterials "models/props_cfi"
$staticprop
$body Coat_Rack "Coat_Rack.smd"
$surfaceprop "Wood_Solid" 
$sequence idle "Coat_Rack" loop fps 30

Since I'm using existing textures for the hat and the coat, I kept the vtf's and vmt's as they were. They show up in the model viewer as-is like they're suppose to.
The following is the vmt code for the coat racks body and the hooks.
Gold Hook
LightmappedGeneric
{
"$basetexture"  "models/props_gameplay/GoldHook"
"$surfaceprop" "metal"
}

Wooden Coat Rack Body
"LightmappedGeneric"
{
   "$basetexture" "models/props_gameplay/wood_mahogany"
   "$surfaceprop" "wood"
   "%keywords" "tf"
}



I've compiled all of this together with "StudioCompiler" and "GUIStudioMDL 2.2/Source", I've gotten the same results.
I'm thinking it may be the way I compiled the max file into an smd.

I tried two other ways of getting an smd file.
I have compiled the max file into an smd by using Wall Worm Tools as I stated above, and I've also exported the max file strait into an .smd using some plugin I found.

Replies

  • shawnolson
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    shawnolson polycounter lvl 13
    If you email the original Max file to me, I can see what is amiss.

    PS. For your reference, WWMT was updated last night. Also, Wunderboy updated his SMD exporter to 1.6 last week which works better with WWMT.
  • Tidus
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    $modelname "Coat_Rack.mdl"
        $model "Body" "Coat_Rack.smd"
    $cdmaterials "models/props_cfi"
    $staticprop
        $body Coat_Rack "Coat_Rack.smd"
    $surfaceprop "Wood_Solid" 
    $sequence idle "Coat_Rack" loop fps 30
    

    One of those that are displaced is not needed. Basically you are repeating the same command. Use only $body. Also, you are lacking a collision model.

    Did the objects have the same bone assigned to them? If not they may lose their orientation, position or even not appear.

    Also, why do you use Lightmapped when you have to use VertexLitGeneric for models?

    Go to the tab 'model' in ModelViewer and tell me if it is missing any materials.
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