Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
See, I'm not entirely sure either, and this is annoying as I've been trying to get this work for awhile now.
I've done the layer stuff but I might not be doing it right(or maybe the export tool I'm using is not working, idk)
Other than that, I don't really remember sorry :/
Either there is an error in the .vmt's or the model was not exported to a .smd with materials defined for it in the modeling program (to check the latter open the .smd in note pad and you should see the name of the material you specified referenced in multiple places).
Can you give us about 15 lines from the .smd and also all of your .vmt here.
Edit:
Here's the lines from the smd file
version 1
nodes
000 "pCylinder1" -1
001 "sword_grip" -1
end
skeleton
time 0
0 0.00000 2.44260 0.00000 0.00000 0.00000 0.00000
1 0.00000 0.00000 0.00000 0.00000 0.00000 0.00000
end
triangles
end
There's no way at the moment for me to actually import the textures into the program I use(Autodesk Maya 2014)
and someone said I could skip the part so long as I had the stuff defined in the qc file
But let me post the vmt stuff too while fixing that one texture
QC for smd stuff
$modelname "76561198019638331\zangetsuv2sword\zangetsuv2sword.mdl" //Replace
$cdmaterials "models\76561198019638331\zangetsuv2sword" //Replace
$surfaceprop "metal"
$bonemerge sword_grip
$scale 1.0
$body "Body" "zangetsuv2sword.smd" //Replace
$sequence idle "zangetsuv2sword.smd" loop fps 1.00 //Replace
$collisionmodel "zangetsuv2sword_phys" //Replace
{
$mass 1
}
VMT for tracers
"UnlitTwoTexture"
{
"$basetexture" "76561198019638331/Zangetsuv2sword/Zangetsuv2sword"
"$texture2" "76561198019638331/Zangetsuv2sword/Zangetsuv2sword_dissolve"
"$model" 1
"$additive" 1
"$nocull" 1
"$color" "[0.76 0.76 0.76]"
}
VMT for Base texture/normal map/etc
"VertexLitGeneric"
{
"$model" 1
"$nocull" 1
"$surfaceprop" "Metal"
$basetexture "models/76561198019638331/Zangetsuv2sword/Zangetsuv2sword" //Replace
$bumpmap "models/76561198019638331/Zangetsuv2sword/Zangetsuv2sword_norm" //Replace
"$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
"$phongexponenttexture" "models/76561198019638331/Zangetsuv2sword/Zangetsuv2sword_exp" //Replace
"$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"
}
}
}
No no, that is ALL the lines, the fact you said the line count went over 15 is what makes me thing it had something to do with the smd export(or maybe I screwed up the entire process in maya and need to do some stuff)
Then once expoerted with materials assigned you can use the 'replace' function in notepad to change the exstension.
I'm using Autodesk Maya, not 3DS Max, the issue is not the materials/textures, it's the models themselves, after exporting it and reopening it back up, they become two joints instead of a model and bone joint(I found out I didn't have the bone created, I got it done, and then tried re-exporting it, it still ended up making both a joint instead of one of them being a model and one being the joint(as it's supposed to be.)
http://i971.photobucket.com/albums/ae198/Hakuno-Wolf/screenshot_zpsdccb085a.png~original
One of the left is what it looks like after exporting it, on the right is how it is set up(Mind the sword_grip is now actually a bone and not another model)
Now, if assigning a material to the model somehow makes the export tool make it a model in the SMD Export(which makes little sense to me, but that might just be inexperience), then the issue at that point would be finding a vtf plugin, but again, everyone says(and has been making) their swords without assigning a material/texture to the model before exporting it as an SMD file.
But your .smd needs something like this below:
Yes the .smd has the bone info of your model as well as the texture mapping information.
Alright, it's gotta be something with either the smd export tool or something, do you know if the material applied from the textures actually creates the model info or would that be something else?