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All Discussions > Dota 2 Modeling > Topic Details
Healthy fats 22 Jul, 2013 @ 3:38pm
Exporting smd screws up the model
I'm trying to export my hat as an smd as you do in your tutorial, however when I reload whether it be with blender or in the tf2 preview, it moves high above the medics head and warps in shape, becoming a lot flatter. Do you have any ideas as to what is causing this and what I can do to fix it?
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Showing 1-15 of 16 comments
HellJumper 22 Jul, 2013 @ 3:57pm 
Make sure the version of SMD tools you are using matches the version of blender.

You might also want to check to see if your model is normalized. You can ensure this by first positioning/scaling your model properly, and then press ctrl+a and select "location", "scale", and "rotation". You can check to see that this worked by pressing "n" and checking to see if all the location/rotation values are 0 and all the scale values are 1 (under the Transform subheading). Then re-export your .smd file.
Healthy fats 22 Jul, 2013 @ 4:00pm 
It worked, thanks so much.
HellJumper 22 Jul, 2013 @ 4:02pm 
Np, good luck.
Healthy fats 22 Jul, 2013 @ 4:11pm 
Ok, sorry about this but now in the ingame preview, part of my model is transparent, i've checked my textures, they are all solid, and in blender its all considered one object and I don't see any difference in any way. Do you have any idea of why this is happening?
HellJumper 22 Jul, 2013 @ 4:15pm 
Can you show me a screenshot of the vmt settings you used? Just print screen > go to imgur.com and paste the image.
Healthy fats 22 Jul, 2013 @ 4:20pm 
Ok, that might be the problem, considering I don't know what VMT settings are :P, how do I see them?
HellJumper 22 Jul, 2013 @ 4:38pm 
The in-game importer has a screen that shows you the vmt settings (it's the material editor).
Healthy fats 22 Jul, 2013 @ 4:48pm 
http://imgur.com/PoXIfKH here, i can get the blue one if you want too
HellJumper 22 Jul, 2013 @ 4:53pm 
Hm... everything looks right to me. Is your hat paintable? If it isn't, make sure to uncheck the "Paint VMT1" option in the previous screen. Otherwise you might try enabling the "Base Map Alpha Phong Mask" option.

Lastly, you can try saving your .tga file without an alpha channel (and save it as 24bits/pixel).
Healthy fats 22 Jul, 2013 @ 5:00pm 
None of those options seem to be working, would a photo of the actual transparency issue help? Also, I use gimp so that might have affected something.
HellJumper 22 Jul, 2013 @ 5:14pm 
Gimp must be the problem. It's gives so many problems with alpha channels-- it's unreal. Did you try exporting your image as a .tga but making sure to uncheck "RLE compression"?
Healthy fats 22 Jul, 2013 @ 5:18pm 
Yeah I did, nothings changing
HellJumper 22 Jul, 2013 @ 5:35pm 
When you say transparent, do you mean that you can partially see geometry? Or is it completely invisible? If it's completely invisible, recalculate your normals in Blender: ctrl+n to recalculate normals. Then re-export as a .smd.
Healthy fats 22 Jul, 2013 @ 5:38pm 
http://imgur.com/p4qjvYw I mean transparent as in this
Last edited by Healthy fats; 22 Jul, 2013 @ 5:38pm
HellJumper 22 Jul, 2013 @ 5:59pm 
Doesn't look transparent to me. It looks like your normals are flipped. 3D faces can only be textured from one side (usually), so normally what you want is for the texture to be facing outwards. In your case it appears that your texture is applied to the reverse faces. This is easily fixable. In blender, recalculate your normals as described above (you can check to make sure your normals are correct by going into texture mode and seeing if any faces are textured backwards). You can also manually flip your normals for certain faces by selecting the faces you want to flip and clicking "Flip Direction" under the Normals subheading in the Mesh Tools toolbar (in edit mode).
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