Blade Symphony

Blade Symphony

Blackmarket Armory
Make your own masks, swords, and other content and upload them to the game, viewable immediately by other players.
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Yuck 1 16 Jul, 2014 @ 4:40pm
Troubleshooting First Sword Model [Blender]
It appears to be that Blade Symphony only accepts .MDL files, and vanilla blender doesn't have such a funtionality. I've looked around to find an addon to accomplish this, and the only one I found is buggy and doesn't actually seem to work. (See link below)

http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Quake_mdl

I was wondering if there's a more skilled modeller that would be able to walk me through the technical process of creating a sword for the workshop. (eg. helping filenames, QC compiling, ensuring usage of proper VTF/VMC files, and just generally making sure everything is in the right place)

Feel free to add me on steam, as I know troubleshooting can get tricky.

If you're up for it I'm also usually found on Teamspeak 3 at the address: potatohive.teamspeak3.com:4433
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Showing 1-13 of 13 comments
jes 17 16 Jul, 2014 @ 4:51pm 
You export as .smd and use studiomdl to convert to the appropiate files. iirc the quake mdl format is diifferent + you're missing optimized vertex files, as well as physics mesh.
NimrodX 6 22 Jul, 2014 @ 11:23pm 
There is something called Blender Source Tools that you want to use:

https://developer.valvesoftware.com/wiki/Blender_Source_Tools

Install that plugin and configure it like this. You find all of this in the component it adds to the Render panel.

Export Path: C:\Program Files (x86)\Steam\SteamApps\common\Blade Symphony\workshop\models\76561198025021719\YourSwordName\

Engine Path: C:\Program Files (x86)\Steam\SteamApps\common\SourceSDK\bin\orangebox\bin\

Game Path: C:\Program Files (x86)\Steam\SteamApps\common\Blade Symphony\workshop

QC File Path: C:\Program Files (x86)\Steam\SteamApps\common\Blade Symphony\workshop\models\76561198025021719\YourSwordName\*.qc

Obviously you need to change that number to your 64 bit steam ID (the directory should be created for you already), and change the install location if you hapen to have steam instaled somewhere else.

If you have the source SDK installed right then you can just click the button to compile the QC files.

I'll write up a Blender tutorial, and maybe even record a video, at some point. Until then just ask if you have any questions.
jes 17 23 Jul, 2014 @ 9:27am 
If you make your own thread, I'm pretty sure it'll get stickied. :D
NimrodX 6 23 Jul, 2014 @ 3:01pm 
Actually it turns out that Blade Symphony itself includes the sdk, so the correct path for engine path should be C:\Program Files (x86)\Steam\SteamApps\common\Blade Symphony\bin

I'm going to work on a guide for Blender, but I'm still trying to figure out why my model doesn't look smooth shaded.
jes 17 23 Jul, 2014 @ 4:28pm 
Originally posted by NimrodX:
Actually it turns out that Blade Symphony itself includes the sdk, so the correct path for engine path should be C:\Program Files (x86)\Steam\SteamApps\common\Blade Symphony\bin

I'm going to work on a guide for Blender, but I'm still trying to figure out why my model doesn't look smooth shaded.
Like, all the edges are hard, or is it not phong shaded?
NimrodX 6 23 Jul, 2014 @ 6:47pm 
It's kind of like it's not Phong shaded. Not sure if I need to do a higher polygon model and bake it to a low poly model or if something in the VMT file is wrong. I'll have to keep tinkering with it.
jes 17 23 Jul, 2014 @ 8:13pm 
That's your .vmt most likely. Can you paste it?
NimrodX 6 23 Jul, 2014 @ 11:58pm 
"VertexLitGeneric" { "$model" 1 "$nocull" 1 "$surfaceprop" "Metal" $basetexture "models/76561198025021719/BeatStick/BeatStick_diffuse" $bumpmap "models/76561198025021719/BeatStick/BeatStick_normal" "$envmap" "env_cubemap" "$normalmapalphaenvmapmask" 1 "$envmapsaturation" "0.4" "$envmapcontrast" "1" "$envmaptint" "[0.4 0.4 0.4]" "$phong" 1 $FORCEPHONG 1 "$phongalbedotint" "1" "$phongfresnelranges" "[0.5 1 3]" "$phongexponent" 100 //"$phongexponenttexture" "models/76561197999108562/SWORD_NAME/SWORD_NAME_exp" "$lightwarptexture" "models/shared/lightwarp_darken" "$phongwarptexture" "models/shared/phongwarp_metallic1" "$phongtint" "[0.6 0.6 0.6]" "$phongboost" "110" "$rimlight" "1" "$rimlightboost" "4" $rimlightexponent 1000 $CHARGEPASSENABLED 1 $CHARGENOISETEXTURE "Engine/noise-blur-256x256" //$CHARGEAMOUNT 0.3 $CHARGEFRESNELPULSEENABLED 1 $CHARGESPECULARBOOST "1" $CHARGEGLOWBOOST "1" $CHARGEPULSESPEED "8" $CHARGEDARKENMAXINNER "0.8" $CHARGEDARKENMAXOUTER "1" $CHARGENOISEAMOUNT "0.75" $CHARGENOISEBASESCALE "0.1" $CHARGENOISEFLOWSCALE "0.005" $CHARGENOISEFLOWSPEED "25.0" $CHARGEFRESNELPOWERMIN "0.1" $CHARGEFRESNELPOWERMAX "4" $CHARGEFRESNELAMOUNTMIN "0.4" $CHARGEFRESNELAMOUNTMAX "2" $CHARGEFRESNELNOISESPEED "4" //"20" $CHARGEFRESNELNOISESCALE "30" //0.1 $CHARGEFRESNELNOISEDISTANCE "60" $CHARGEMODULATEBYFRESNEL 1 //"$CHARGETEXTURE" //"$CHARGENORMALTEXTURE" $CHARGEAXISFWD "[1 0 0]" $CHARGEAXISLEFT "[0 0 1]" $CHARGEAXISUP "[0 -1 0]" "$PHONGEXPONENTTINTMASKENABLE" 1 "Proxies" { "PlayerTint" { } "PlayerChargeEffect" { "resultvar" "$chargeamount" } "PlayerChargeColor" { "resultvar" "$chargeColor" } } }
jes 17 24 Jul, 2014 @ 12:20am 
Try
"Patch"
{
include "materials/models/shared/swords.vmt"
insert
{
"$basetexture" "models/76561198072307887/Edgy/diff"
"$bumpmap" "models/76561198072307887/Edgy/nrm"

"$basemapalphaphongmask" "0"
"$normalmapalphaenvmapmask" "1"

"$phong" "1"
"$phongfresnelranges" "[0.5 1 3]"
"$phongexponenttexture" "models/76561198072307887/Edgy/exp"
"$phongboost" "10"

"$rimlight" 1
"$rimlightboost" "0.2"

"$lightwarptexture" "models/shared/lightwarp_darken"
"$envmap" "env_cubemap"
"$envmapcontrast" "1"
"$envmaptint" "[0.3 0.3 0.3]"
}
}
NimrodX 6 24 Jul, 2014 @ 8:20pm 
I'm having a horrible time getting the game to reload the model when I make changes. It seems like once I publish it to Workshop it's like it refuses to do anything other than read the .VPK file. If I delete the VPK file it downloads a new one and prefers that over my local files! Damn thing!

I can't find any debug console commands to fix this either.

I did get the hlmv.exe working. Looks like all you need to do to make it work is make a shortcut, then change the Target field in the shortcut to

"D:\SteamLibrary\SteamApps\common\Blade Symphony\bin\hlmv.exe" -game ..\workshop

So I can use the model viewer to play with material settings easily (just hit F5 to refresh changes) but I can't seem to get the new sword into workshop. If the blender template example has a mirror finish blade then it's working for you, but not for me. (I uploaded it hoping that my changes got packed, but the thumbnail is still wrong.)
jes 17 24 Jul, 2014 @ 8:42pm 
I need to restart blade almost constantly to get changes to show up on published swords.
NimrodX 6 24 Jul, 2014 @ 9:25pm 
Even restarting it isn't working. The model viewer shows one thing but the game shows another. What does the Blender Template Example sword look like for you if you load it now? It should have a mirror-reflective blade (envmap).

I wish I could find a console command to get it to totally ignore the VPK files.....
jes 17 24 Jul, 2014 @ 9:44pm 
iirc it packs it into a vpk for local files, correct me if im wrong. I recompile after every change as well idk if that changes anything.

ed : I recompile, load new model (not refresh), and restart blade. Seems to workish.
ed2 : sometimes i need to load another model, then my sword model for the changes to show.
Last edited by jes; 25 Jul, 2014 @ 10:14am
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