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need help for recompile the maps of the item for dota 2 with sdk

hey

i dont know if i am o the right place but i try
i have some trouble to finish to recompile . my mesh is ok , but not the maps

i think i make a mistake on the cdmaterials but i dont know very well

i have some pink and black cube on the model viewer (like he dont find the maps)

the QC file


$cd "E:\DOTA 2\models\heroes\blood_seeker\"
$modelname "heroes/blood_seeker/weapon.mdl"
$model "default" "weapon.smd"

$cdmaterials "\models\heroes\blood_seeker"
$hboxset "default"
$hbox 0 "spine2" -22.601 -48.794 -33.562 0.000 48.410 0.000
$hbox 0 "right_hook4_0" -32.584 -27.114 -49.147 20.983 8.558 24.121
$attachment "attach_attack1" "left_hook3_0" -21.34 22.01 -25.31 rotate 13.26 152.85 69.19
$attachment "attach_attack2" "right_hook4_0" -30.14 -21.50 -19.62 rotate 5.12 -149.02 111.93
$attachment "attach_hitloc" "spine2" -0.17 -0.00 -1.71 rotate 71.36 -0.00 90.00
$surfaceprop "default"
$keyvalues { }
$illumposition 14.061 -13.749 56.250
$sequence BindPose "BindPose" fps 30.00

My vmt file

CustomHero
{
$baseTexture "models/heroes/blood_seeker/weapon_color"
$normalmap "models/heroes/blood_seeker/weapon_normal"

$maskmap1 "models/heroes/blood_seeker/weapon_mask"

$diffusewarp "models/heroes/witchdoctor/witchdoctor_lightwarp"
$SPECULAREXPONENT 10
$SPECULARSCALE 1


$RIMLIGHTSCALE 1
$AMBIENTSCALE 1
$FRESNELWARP "models/heroes/bane/bane_fresnelranges"
$cloakPassEnabled 1
Proxies
{
invis_proxy
{
}
status_proxy
{
}
}
}

Replies

  • Angry Beaver
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    Angry Beaver polycounter lvl 7
    what directories are your vtf files stored in?
  • tharan
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    in : E:/Dota2/materials/models/heroes/blood_seeker/
  • tharan
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    that i though strznge it s the $cdmaterials

    when i decompile a model the qc file say

    $cdmaterials ""--- > its empty

    i think it's here but i dont understand why.

    i exported the tga files in vtf with photoshop plugins
  • tharan
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    tharan wrote: »
    that i though strznge it s the $cdmaterials

    when i decompile a model the qc file say

    $cdmaterials ""--- > its empty

    i think it's here but i dont understand why.

    i exported the tga files in vtf with photoshop plugins


    i simplify my code and i pass my maps through vtfedit but it still not work

    i rename the qc file by weapon.qc (this file is in D:\DOTA\models\heroes\blood_seeker

    with the model named weapon.mdl and the dx files etc etc

    here the qc file
    $cd "D:\DOTA\models\heroes\blood_seeker\"
    $modelname "heroes/blood_seeker/weapon.mdl"
    $model "default" "weapon.smd"

    $cdmaterials "/models/heroes/blood_seeker/"
    $hboxset "default"
    $hbox 0 "spine2" -22.601 -48.794 -33.562 0.000 48.410 0.000
    $hbox 0 "right_hook4_0" -32.584 -27.114 -49.147 20.983 8.558 24.121
    $attachment "attach_attack1" "left_hook3_0" -21.34 22.01 -25.31 rotate 13.26 152.85 69.19
    $attachment "attach_attack2" "right_hook4_0" -30.14 -21.50 -19.62 rotate 5.12 -149.02 111.93
    $attachment "attach_hitloc" "spine2" -0.17 -0.00 -1.71 rotate 71.36 -0.00 90.00
    $surfaceprop "default"
    $keyvalues { }
    $illumposition 14.061 -13.749 56.250
    $sequence BindPose "BindPose" fps 30.00


    my materials are in D:\DOTA\materials\models\heroes\blood_seeker
    at the root
    with weapon.vmt
    weapon_normal.vtf
    weapon_mask.vtf
    weapon_normal.vtf


    here the vmt files

    "LightmappedGeneric"
    {
    "$basetexture" "models/heroes/blood_seeker/weapon"
    "$envmapmask" "models/heroes/blood_seeker/weapon_mask"
    "$normalmap" "models/heroes/blood_seeker/weapon_normal"
    }



    help me please :(

    there 's not a question of dir ? , or create subfolder ?
  • Angry Beaver
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    Angry Beaver polycounter lvl 7
    cdmaterials should drop the leading / i.e. "models/heroes/blood_seeker/"

    other than that I can't spot anything super wrong with what your doing, keep in mind the modeling program has to be able to find the texture. ensure that the material you've assigned is exporting the correct name. e.g.

    if you we're to assign a material called texture1.psd to a model when the smd is exported it will assign the material name 'texture1.psd' to those faces so when you specify "cdmaterials" it will search for a .vmt file name 'texture1.vmt' in the directory you specified.

    you can check what your texture name after export is with a hex editor. You'll see something like

    texture1.psd
    0 0.000000 0.000001 -16.494881 -0.000000 -0.000000 1.000000 0.767818 0.527759 1 2 1.000000
    0 30.544174 -12.654567 -16.894318 0.010781 -0.005540 0.999927 0.623525 0.603713 1 2 1.000000
  • tharan
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    SO i should put

    $cdmaterials "/models/heroes/blood_seeker/weapon"

    for said "you should find the weapon.vmt file ,


    or if i named weapon.mdl he will automaticly find the weapon.vmt ?


    by writing

    $cdmaterials "/models/heroes/blood_seeker/"

    he know that he should first go to MATERIALS folder right ?

    so in true he will do "materials/models/heroes/blood_seeker/"

    ty man
  • tharan
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    the file name looking good ;(
  • tharan
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    humm wait,

    you would said my material should be named "weapon" in 3ds max before exporting it in smd ?
  • tharan
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    this compilation make me crazy...
  • Angry Beaver
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    Angry Beaver polycounter lvl 7
    Yes your material in max should have the same name as the vmt file. You cna use a Hex editor to check the smd or correct any problems if there are any.

    The big problem with source is that getting assets in game isn't as user friendly as it could be.
  • tharan
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    thats it guy i love you !
  • tharan
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    whats the way for testing it ?

    hammer editor i though ?

    how can i do
  • Angry Beaver
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    Angry Beaver polycounter lvl 7
    Hammer is for level editing, you can view models in there but there's also a dedicated model viewer which can give much more in-depth and accurate information. It'll show up in the SDK Panel when you start it from steam
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