this is my QC file $cd "C:\Users\Luca\Documents\Workshop\itemtest"$modelname "heroes\chaos_knight\sword_model.mdl"$model "default" "sword_model.dmx.smd"$surfaceprop "default"$cdmaterials "models\heroes\chaos_knight"$illumposition -13.283 -0.613 143.005$sequence BindPose "BindPose" fps 30.00 I don't know if I'm doing…
Use crowbar to decompile the default ward and look at the qc file to see what the attachment points are. There should be a block like $attachment "attach_hitloc" "root" 0.00 0.00 0.00 rotate 0.00 0.00 0.00 and from that you should be able to discern what bone the particles are attaching to. If that doesn't help you solve…
So I've managed to get everything working just fine as far the model goes; skinning seems to work fine and there isn't much/any clipping, but I can't get the texture working despite having what seem like perfect .qc and .vmt files -_- The .qc $cd "k:/work/props/dota…
I can answer on the question about the particles. I have managed to get a custom particle in the itemtester. The problem is that could not find any way to align it to position that i wanted, it did not work by adjusting the alignment of the particle in the particle editor. It uses the default skinning, but if you are…
i dont know if that helps, but the particles that you an use on your weapon whe you import is NOT the same that is on the default weapon right now. They made a new particle based on vertices so everyone could use, but it works on a diferent way so you will never achieve the same result even if you make the particle…
Thank you @Konras! okay so there is no way to load multiple items. So how about removing default item? Like in my image, I uploaded the Armor only, but as you can see the default scarf item is showing. How do you make that scarf disappear? I see Death Prophet items without the default scarf loaded. like the image on the…
This is a pretty high effort workaround, but you could try decompiling the sword model and making it an override mod for the default sword. Then make an override mod of the default particle file but change the particle snapshot file from the default sword to the one generated by the workshop uploader. Then go back to the…
i tried what you suggested & tried spudnik's guide as well. definitely getting there but now i'm just stuck qc file$modelname "items/drow/weapon_bow.mdl"$cdmaterials "models/items/drow/"$model "default" "weapon_bow_lod0.smd"$scale 1.00$surfaceprop "default"$lod 1{replacemodel "weapon_bow_lod0.smd"…
Hey I was wondering if anyone could help me out with a model im working on. Its a helmet and a surcoat for omniknight. Everything is done but ive been stuck on compiling for days. Im new to the valve stuff (mdls, compiling etc) and i cant seem to find any guides that really explain how it works. So, im stuck on compiling…
Im starting to get depressed when skinning things, seriously. Im using 3dsmax 2012. I work with decompiled models so, what I do is: 1. Put my model at the same place and size as the default model.(Model is in BindPose) 2. Reset XForm to make sure scale and rotation are at 100%(1 in maya I think) 3. Look the bones that the…