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TF2 Invisible Model Help

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

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?

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