Great job ! You don't have to put the .vtf in max, it's defined in qc and vmt. So you can use your psd directly in max for example, as long as it has the right name. Now just add some lines to explain how to replace an official hat in-game and i think it's totaly overcomplete :) Basicaly, just by renaming in the qc…
I prob should have posted this here then instead of the other thread Ok I am done with my model, heres the problem, i have no idea really what to do next. I am a modeler and havnt done much animation or rigging yet. All the tutorials i see for this are in Max and the latter half of this project does not seem to translate…
Just delete the extra bone. You only have to link the bone to the object through the skin modifier if it's a single bone. The physics mesh should use the same bone as the in game one. If the bones are what's causing trouble, you can just not use any bones and remove the line $keyvalues { prop_data { "base" "cloth.Small" }…
hey i have something else i need help with for my hat. i have 2 separate models and dont wana attach them together for textureing reasons.. itd just make it to hard. can i export both these objects together plus the texture for each object? or do i have to bake the model or sometihng? sorry new to all this not sure what im…
Please help Finally I have some free time and decided to try get my items in game. I've done and re-read this lesson a dozen times:poly105:, but in result always getting a model with Purple / Black Checker instead of my textures. All the possible errors that can be found through Google, I checked. So I went through all…
YAY I got it to work properly! It was my bad. I was skinning the hat with a bone that I had created instead of using the bip_head bone included with the source model. Makes sense that it wouldn't work without some connection to the character model. Here's something wierd. I was able to get the Ghastly Gibus, but for some…
Having a problem Everything looks like it works fine but then when I try and view the model i get "error loading model". Further investigation shows the .mdl files are very small So my first troubleshoot was to try re-importing the smd into maya. Looks fine, there's an extra joint that has appeared at origin with the model…