I'm attempting to create my first model for TF2 that will replace the bat, but upon compiling my files, both the Scout's hands and the model itself are invisible in-game. I've used the SourceSDK model viewer to load my model up and this is the preview...
![2e4vq68.jpg](http://i41.tinypic.com/2e4vq68.jpg)
This is my .vmt:
"VertexLitGeneric"
{
"$baseTexture" "models\weapons\v_bat\bat"
"$normalmapalphaenvmapmask" 1
"$envmap" "env_cubemap"
"$envmaptint" "[.02 .02 .02]"
"$phong" "0"
"$phongexponent" "1"
"$phongboost" "2.5"
"$lightwarptexture" "models\lightwarps\weapon_lightwarp"
"$phongwarptexture" "models\weapons\v_bat\v_bat_phongwarp"
"$phongfresnelranges" "[.25 .5 1]"
"$basemapalphaphongmask" "1"
"$rimlight" "1"
"$rimlightexponent" "5"
"$rimlightboost" "3"
"$glowcolor" "1"
// Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
"ModelGlowColor"
{
"resultVar" "$glowcolor"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$selfillumtint"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$color2"
}
}
}
And this is my .qc:
$cd "C:\Users\Kanaya\Desktop\Models\bat\output"
$modelname "weapons\v_models\v_bat_scout.mdl"
$model "v_bat" "v_bat_scout.dmx.smd"
$cdmaterials "models\player\scout"
$cdmaterials "models\weapons\v_bat"
$hboxset "default"
$hbox 0 "bip_lowerArm_R" -2.130 -5.350 -5.070 1.780 12.260 2.870
$hbox 0 "bip_hand_R" -1.380 -0.490 -2.280 3.000 7.600 4.510
$hbox 0 "weapon_bone" -1.720 -2.610 -1.810 2.060 27.360 1.980
$attachment "weapon_bone" "weapon_bone" 0.00 0.00 -0.00 rotate -0.00 0.00 0.00
$surfaceprop "default"
$illumposition 24.012 -8.000 -8.779
$sequence idle "idle" loop ACT_VM_IDLE 1 fps 30.00 node raised
$sequence draw "draw" ACT_VM_DRAW 1 fps 30.00 node raised {
{ event 5004 1 "Weapon_Bat.Draw" }
{ event 5004 8 "Weapon_Bat.DrawSwoosh2" }
{ event 5004 16 "Weapon_Bat.DrawSwoosh1" }
{ event 5004 20 "Weapon_Bat.DrawCatch" }
}
$sequence swingMiss_a "swingMiss_a" ACT_VM_HITCENTER 2 fps 30.00
$sequence swingMiss_b "swingMiss_b" ACT_VM_HITCENTER 1 fps 30.00
$sequence swingMiss_crit "swingMiss_crit" ACT_VM_SWINGHARD 1 fps 30.00 node raised
$sequence holster_idle "holster_idle" loop ACT_VM_IDLE_LOWERED 1 fps 30.00 node lowered
$sequence holster "holster" ACT_IDLE_TO_LOWERED 1 fps 30.00 transition raised lowered
$sequence unholster "unholster" ACT_VM_LOWERED_TO_IDLE 1 fps 30.00 transition lowered raised
I don't believe that it's being rendered in the wrong position, as I've fixed any bounding box issues accordingly.
Any ideas?
Replies
We also had this problem when we are making a hat for Heavy.