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theRPGmaster Mar 18, 2018 @ 10:19pm
Problems with textures/UV maps
I have been using this wonderful tool for a week now, but I can't get it working correctly.
I've made a simple cube (in blender) and exported + compiled it. The model/collision mesh works fine in-game (HL2). However the textures do not, at this point it's highly unlikely that it's an issue with my VMT files, I've tried all variations I can think of. I always tweak the UVs in blender.
> I recently imported my simple replacement model for the pistol, based on the original one from the game - it works, even parts of the textures. Still, the texture is distorted, and some part doesn't even have the same color as my test texture, so I figure this is an issue with the UV map of my models.
How do I export the model with my custom UV correctly from blender?
Last edited by theRPGmaster; Mar 20, 2018 @ 1:47am
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Showing 1-7 of 7 comments
Artfunkel Mar 19, 2018 @ 2:27pm 
Corrupted UVs was a bug in 2.10 which I just fixed. You've not told us what the problem is so I can't help any further.
theRPGmaster Mar 20, 2018 @ 12:40am 
Originally posted by Artfunkel:
Corrupted UVs was a bug in 2.10
I'll make sure to download the newest version, thank you. Carry on with the good work!
theRPGmaster Mar 20, 2018 @ 1:43am 
Some parts of my model still ignores my texture / usues vanilla texure.
View screenshot[imgur.com]
Last edited by theRPGmaster; Mar 20, 2018 @ 1:48am
Zappy Mar 20, 2018 @ 6:03am 
Originally posted by theRPGmaster:
Some parts of my model still ignores my texture / usues vanilla texure. -Image-
If the rest of the model uses a pure white texture, then those bits of the model are using a different ("vanilla") material and texture instead, which is (almost definitely) just human error on your part, not Blender Source Tools'.
theRPGmaster Mar 21, 2018 @ 6:37am 
I've solved the problem.
It turns out you need to assign all new vertices to the material in blender (with the name of the texture file)
Last edited by theRPGmaster; Mar 21, 2018 @ 7:11am
Taeryn Mar 21, 2018 @ 6:48am 
It's actually funny. I'm really sad I missed your post because I ran into a similar problem.

The .VMT has to have the exact same name as your random material from Blender for the game to register it, and from there as long as your .VMT specifies via the "$BaseTexture" and "Bumpmap" commands the filenames it should use for textures then you should be all set. As long as the texture files in the folder have the same names as the ones specified in your .VMT, tuduuuuh. As far as I can tell, (and I could be wrong) your .VMT is the only file that has to have the same name as your material in Blender.
Last edited by Taeryn; Mar 21, 2018 @ 7:04am
theRPGmaster Mar 21, 2018 @ 7:09am 
Originally posted by Teiro:
It's actually funny. I'm really sad I missed your post because I ran into a similar problem.

The .VMT has to have the exact same name as your random material from Blender for the game to register it, and from there as long as your .VMT specifies via the "$BaseTexture" and "Bumpmap" commands the filenames it should use for textures then you should be all set.
Yeah, I'd been looking for a solution for days. Turns out it was as simple as clicking a button.
But now this thread exists, so that anyone else doesn't have to struggle like we did!
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All Discussions > Help > Topic Details
Date Posted: Mar 18, 2018 @ 10:19pm
Posts: 7