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SCAPO7D 2019 年 10 月 4 日 下午 7:38
Missing Texture
Hello, I'm new here and trying to import free 3d model (.obj) to Source filmmaker

I downloaded two files (tableclock.jpg and tableclock.obj)

I followed instruction this
https://kicodora.com/?p=blendertosfm

my .qc file like this :

$modelname "tableclock\tableclock.mdl"
$body mybody "tableclock.smd"
$staticprop
$surfaceprop metal
$cdmaterials "models\tableclock\"

$sequence idle "tableclock.smd"

$collisionmodel "tableclock.smd" { $concave }



my VMT and VTF files in
\SourceFilmmaker\game\usermod\materials\models\tableclock\tableclock.vmt
\SourceFilmmaker\game\usermod\materials\models\tableclock\tableclock.vtf
and also have normal map



VMT file :

"VertexlitGeneric"
{
"$basetexture" "models/tableclock/tableclock"
"$bumpmap" "models/tableclock/tableclock_nr"
"$vertexcolor" 1
}


And I am curious about Blender base texture ;
I applied base texture which I downloaded it.
I'm not sure when export to SMD, base texture followed or not after export SMD,
I imported SMD file which I exported, there was no base texture

spent a day to sovle but ... nothing improved
最后由 SCAPO7D 编辑于; 2019 年 10 月 4 日 下午 7:43
引用自 Pte Jack:
_nr" (NR?) Not just N in the normalmap filename???

BUT, that being sad, Select your object in Blender and look at the Materials tab. Is your Material name there Material or is it TableClock ? If it is still Material you have to change the name in Blender to TableClock and make sure the vertexes in the UVMap are ASSIGNed to that Material.

This is how the relationship between Blender and Valve models work

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1528003376

Once that is done, re-export the model and recompile.
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Pte Jack 2019 年 10 月 4 日 下午 8:47 
_nr" (NR?) Not just N in the normalmap filename???

BUT, that being sad, Select your object in Blender and look at the Materials tab. Is your Material name there Material or is it TableClock ? If it is still Material you have to change the name in Blender to TableClock and make sure the vertexes in the UVMap are ASSIGNed to that Material.

This is how the relationship between Blender and Valve models work

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1528003376

Once that is done, re-export the model and recompile.
最后由 Pte Jack 编辑于; 2019 年 10 月 4 日 下午 8:53
SCAPO7D 2019 年 10 月 5 日 上午 8:04 
引用自 Pte Jack
_nr" (NR?) Not just N in the normalmap filename???

BUT, that being sad, Select your object in Blender and look at the Materials tab. Is your Material name there Material or is it TableClock ? If it is still Material you have to change the name in Blender to TableClock and make sure the vertexes in the UVMap are ASSIGNed to that Material.

This is how the relationship between Blender and Valve models work

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1528003376

Once that is done, re-export the model and recompile.


THANK YOU ! finally find out what was wrong through your link !!
I didn't rename texture in blender, texture name was "Default.001"
and those who have troubles like me :

https://imgur.com/A3cdRWT

Double click and rename same as VMT
最后由 SCAPO7D 编辑于; 2019 年 10 月 5 日 上午 8:05
Pte Jack 2019 年 10 月 5 日 上午 9:23 
Yes, the same as the VMT filename you want to use (without the .VMT extension)

For example:

If you don't want to change the name of the material in Blender, (the TT in your picture) then the VMT that calls the texture has to be called TT.vmt

If you change the name of materials in Blender (again using the TT material in your picture)
and you rename the TT to say TopTorso,
then your VMT has to be named TopTorso.VMT...

If you renamed the material in Blender to TopTorso.VMT,
then your VMT would have to be named TopTorso.VMT.VMT

Zappy 2019 年 10 月 5 日 上午 10:11 
引用自 Pte Jack
- If you renamed the material in Blender to TopTorso.VMT, then your VMT would have to be named TopTorso.VMT.VMT
That's wrong; Because that some people (presumably including Valve employees) would have ".bmp" at the end of material/texture names in the GoldSrc days simply to match the image filename, GoldSrc model compilers ignore everything from either the first or the last period and onwards in a material name, and that's carried over for Source model compilers as well.

So a material name of "TopTorso.VMT" in Blender would use "TopTorso.vmt" as the VMT filename, due to first ignoring the ".VMT" part and then adding ".vmt" on the end.

(Likewise, "Foo.Bar" as a material name in Blender would use "Foo.vmt" as the VMT. Edit: And Pte Jack has confirmed that a material name in Blender of "Foo.Bar.Baz" would use just "Foo.vmt" as the VMT when compiled, not "Foo.Bar.vmt".)
最后由 Zappy 编辑于; 2019 年 10 月 5 日 下午 1:18
Pte Jack 2019 年 10 月 5 日 上午 11:15 
Tested your theory Zappy, again, I stand corrected. But, to avoid confusion, for simplicity sake and in my humble opinion, one should not use name.ext or name.something.ext in material names in Blender.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1881466325
最后由 Pte Jack 编辑于; 2019 年 10 月 5 日 上午 11:16
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发帖日期: 2019 年 10 月 4 日 下午 7:38
回复数: 5