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Texture not showing up on weapon and other questions.
I've been using Helljumper's old tutorial to make a new weapon, but I can't get my texture to show up. I've changed all the file paths to common/TeamFortress2 but it still doesn't want to work.
Here's the qc:
$cd "C:\Users\Benjamin Wang\Desktop\TF2\Bamboo Rocket Launcher\output2" $modelname "workshop\player\items\soldier\" $model "w_rocketlauncher" "Bamboo_Launcher.smd" $lod 20 { replacemodel "Bamboo_Launcher.smd" "lod1_Bamboo_Launcher.smd" } $lod 30 { replacemodel "Bamboo_Launcher.smd" "lod2_Bamboo_Launcher.smd" } $lod 40 { replacemodel "Bamboo_Launcher.smd" "lod3_Bamboo_Launcher.smd" } $lod 60 { replacemodel "Bamboo_Launcher.smd" "lod4_Bamboo_Launcher.smd" } $cdmaterials "E:\Steam\SteamApps\common\Team Fortress 2\tf\materials\models\player\items\soldier\" $hboxset "default" $hbox 0 "weapon_bone" -8.260 -7.646 -36.253 8.259 17.193 21.430 $attachment "muzzle" "weapon_bone" 0.00 6.69 9.91 rotate -90.00 -0.00 0.00 $attachment "backblast" "weapon_bone" 0.00 6.69 -35.43 rotate 90.00 -0.00 0.00 $surfaceprop "metal" $illumposition -9.522 -0.000 2.528 $sequence idle "idle" fps 30.00 $collisionmodel "Bamboo_Launcher.smd" { $mass 1.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 }
Everything is in the right folders but the texture is not showing in itemtest.

Another problem is that the weapon seems to have the wrong up axis. I've tried to export with the x, y, and z axis' as the up axis with no change.

Thanks in advance
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HellJumper 31 Des 2013 @ 9:59pm 
Let's make some adjustments to your qc file:

$cd "C:\Users\Benjamin Wang\Desktop\TF2\Bamboo Rocket Launcher\output2" $modelname "workshop\player\items\soldier\bamboo_launcher.mdl" $model "w_rocketlauncher" "Bamboo_Launcher.smd" $cdmaterials "models\player\items\soldier\" $attachment "muzzle" "weapon_bone" 0.00 6.69 9.91 rotate -90.00 -0.00 0.00 $attachment "backblast" "weapon_bone" 0.00 6.69 -35.43 rotate 90.00 -0.00 0.00 $surfaceprop "metal" $illumposition -9.522 -0.000 2.528 $sequence idle "idle" fps 30.00 $lod 20 { replacemodel "Bamboo_Launcher.smd" "lod1_Bamboo_Launcher.smd" } $lod 30 { replacemodel "Bamboo_Launcher.smd" "lod2_Bamboo_Launcher.smd" } $lod 40 { replacemodel "Bamboo_Launcher.smd" "lod3_Bamboo_Launcher.smd" } $lod 60 { replacemodel "Bamboo_Launcher.smd" "lod4_Bamboo_Launcher.smd" } $collisionmodel "Bamboo_Launcher.smd" { $mass 1.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 }

Put your texture/material files in your \Steam\steamapps\common\Team Fortress 2\tf\materials\models\player\items\soldier\ folder.

Also, make sure your material applied correctly. You can check by opening your .smd file with notepad++ and checking to see if the material name is showing up correctly (it should say something like "materialname.tga" and then a bunch of coordinates).

As for the incorrect positioning, you'll just need to redo your rig. Simple bone error. Start with a freshly imported character or weapon model and reassign the bones (and re-export).
Terakhir diedit oleh HellJumper; 31 Des 2013 @ 10:00pm
Dr. b3nG 31 Des 2013 @ 11:37pm 
ok thanks a bunch, as always you are the best!
Dr. b3nG 1 Jan 2014 @ 12:07am 
Sorry, but I have another problem now. I've fixed the rigging but I can't get the texture to show up. I have your .qc file but there doesn't seem to be much difference with the texture. The texture files (Bamboo_Launcher.vmt and Bamboo_Launcher.vtf) are in E:\Steam\SteamApps\common\Team Fortress 2\tf\materials\models\player\items\soldier which is what you said to put them in, and I've checked the .smd and it has the right file names. I've also made sure that all the files are called Bamboo_Launcher.
Sorry to bother you again, but please help!!!
HellJumper 1 Jan 2014 @ 12:41am 
Can you post the code of your .vmt so I can take a look?
Dr. b3nG 1 Jan 2014 @ 4:05am 
ok sure here it is:
"VertexLitGeneric" { "$basetexture" "models\player\items\soldier/Bamboo_Launcher" "$phong" "1" "$phongexponent" "25" "$phongboost" "10" "$lightwarptexture" "models\lightwarps\weapon_lightwarp" "$phongfresnelranges" "[2.25 2.5 20]" "$halflambert" "1" // "$selfillum" "1" "$glowcolor" "1" "$speccolor" "1" "$tempvar" "0" "$basephongexponent" "15" "$basephongboost" "10" "$commadd_phongexponent" "30" "$commadd_phongboost" "12.5" "$commweapon" "0" "$basemapalphaphongmask" "1" // Rim lighting parameters "$rimlight" "1" "$rimlightexponent" "4" "$rimlightboost" "2" "360?$color2" "[ 0.8 0.8 0.8 ]" // Cloaking "$cloakPassEnabled" "1" "$sheenPassEnabled" "1" "$sheenmap" "cubemaps\cubemap_sheen001" "$sheenmapmask" "Effects\AnimatedSheen\animatedsheen0" "$sheenmaptint" "[ 1 1 1 ]" "$sheenmapmaskframe" "0" "$sheenindex" "0" "Proxies" { "AnimatedWeaponSheen" { "animatedtexturevar" "$sheenmapmask" "animatedtextureframenumvar" "$sheenmapmaskframe" "animatedtextureframerate" "40" } "weapon_invis" { } "ModelGlowColor" { "resultVar" "$glowcolor" } "Equals" { "srcVar1" "$glowcolor" "resultVar" "$selfillumtint" } "Equals" { "srcVar1" "$glowcolor" "resultVar" "$color2" } "CommunityWeapon" { "resultVar" "$commweapon" } "Multiply" { "srcVar1" "$commweapon" "srcVar2" "$commadd_phongexponent" "resultVar" "$tempvar" } "Add" { "srcVar1" "$tempvar" "srcVar2" "$basephongexponent" "resultVar" "$phongexponent" } "Multiply" { "srcVar1" "$commweapon" "srcVar2" "$commadd_phongboost" "resultVar" "$tempvar" } "Add" { "srcVar1" "$tempvar" "srcVar2" "$basephongboost" "resultVar" "$phongboost" } } }
lol there's probably a bunch of errors....
Thanks for all the help
Well let's try the simplest vmt possible just to check:

"VertexLitGeneric" { "$basetexture" "models/player/items/soldier/Bamboo_Launcher" }
Dr. b3nG 2 Jan 2014 @ 8:22pm 
Ok that worked.
I have the texture now and its not all purple.
So do I need the rest of the stuff in there or can I just leave it at that?
Thanks again.
If it looks ok, then go with it. Otherwise you can start adding things back in. Perhaps you want some phong lighting control or the rimlighting... The proxies are probably what are causing your problem.
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