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If DMX meshes have a vertex that's assigned to more than 3 bones, StudioMDL will show an error and abort compiling the model.
Therefore, the Blender Source Tools plug-in shows a warning when exporting a DMX with more than 3 bone links per vertex, while it doesn't with SMD.
The Blender Source Tools has a "weight link cull threshold" option near the export button. Slide this all the way to 1.0, then the Blender Source Tools plug-in will automatically remove anything beyond the third bone link when exporting the DMX, allowing you to compile the model (at the cost of the DMX not having all bone links... but since the compiled model wouldn't have that even with SMD, that's not an issue).
Link: https://imgur.com/a/EthBSvm
$ModelName "silco/silco.mdl"
$BodyGroup "silco"
{
studio "silco.dmx"
}
$BodyGroup "silco"
{
studio "silco.dmx"
}
$BodyGroup "silco"
{
studio "silco.dmx"
}
$SurfaceProp "default"
$Contents "solid"
$MaxEyeDeflection 90
$MostlyOpaque
$CDMaterials "models\silco\"
$CBox 0 0 0 0 0 0
$BBox -8.749 -18.9 -0.164 5.622 18.576 74.046
$Sequence "idle" {
"silco.dmx"
fadein 0.2
fadeout 0.2
fps 30
}
$CollisionModel "silco.dmx"
{
$mass 100
$inertia 1
$damping 0
$rotdamping 0
$concave
}
Link: https://imgur.com/a/pMOc3DA
(Also, if you don't want more than one body group option, $BodyGroup does the same as $Body.)
You should replace these $BodyGroup functions with just...
Please open one of the material VMT files, copy all text, and paste it in a comment here.
hmm... I tried to convert my model according to your instructions. But there is a strange error.
~
Compiling with Crowbar 0.62: "C:\Users\User\Desktop\Silco SFM\Silco\DMX\silco.qc" ...
Compiling ".\silco.qc" ...
Output from compiler "D:\SteamLibrary\steamapps\common\SourceFilmmaker\game\bin\studiomdl.exe":
qdir: "c:\users\user\desktop\silco sfm\silco\dmx\"
gamedir: "D:\SteamLibrary\steamapps\common\SourceFilmmaker\game\usermod\"
g_path: "silco.qc"
Building binary model files...
Working on "silco.qc"
DMX Model c:\users\user\desktop\silco sfm\silco\dmx\silco.dmx
ERROR: c:\users\user\desktop\silco sfm\silco\dmx\silco.qc(6): - bad command }
ERROR: Aborted Processing on 'silco/silco.mdl'
... Compiling ".\silco.qc" finished. Check above for any errors.
... Compiling with Crowbar 0.62: "C:\Users\User\Desktop\Silco SFM\Silco\DMX\silco.qc" finished.
$ModelName "silco/silco.mdl"
$Body "silco" "silco.dmx"
}
$Body "silco" "silco.dmx"
}
$Body "silco" "silco.dmx"
}
$SurfaceProp "default"
$Contents "solid"
$MaxEyeDeflection 90
$MostlyOpaque
$CDMaterials "models\silco\"
$CBox 0 0 0 0 0 0
$BBox -8.749 -18.9 -0.164 5.622 18.576 74.046
$Sequence "idle" {
"silco.dmx"
fadein 0.2
fadeout 0.2
fps 30
}
$CollisionModel "silco.dmx"
{
$mass 100
$inertia 1
$damping 0
$rotdamping 0
$concave
}
~Is it ok to modify this code like this? Or maybe I changed something wrong?
{
"$basetexture" "models/silco/tft6_silco"
"$bumpmap" "models/silco/tft6_silco_n"
"$lightwarptexture" "models/silco/toon_defo"
$surfaceprop metal
$normalmapalphaenvmapmask "1"
"$phong" "1"
"$phongexponent" "5"
"$phongboost" "2"
"$phongfresnelranges" "[0.01 0.3 0.4]"
"$phongalbedotint" "1"
$halflambert 0
$diffuseexp 1.5
}
~ The code of its main material has been sent to you. But I tried to fix it in different ways. I don't really know what is right or wrong. Copied from another similar model. Thinking it would be a close fit. But I'm not sure. I will show you the result. But in my opinion, Silco's model may be a little over-reflective.
Link: https://imgur.com/a/j2AWK33
Try deleting the $SurfaceProp, $NormalMapAlphaEnvMapMask, $HalfLambert, and $DiffuseExp lines from the VMT.
Also, add two forward slashes in front of the $LightWarpTexture line (to disable it temporarily), like...
Link: https://imgur.com/a/4vRdeTK
Link: https://imgur.com/a/nbiNZjK
Try to find a guide about eyes in Source Filmmaker, Garry's Mod, or the Source Engine in general.