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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Shroud 4.0 2 24 Oct, 2014 @ 7:38pm
*UPDATED* Resources of the model failed to be loaded?
***UPDATE*** I put my VTF File in my Material Editor and applied it to my model. I then exported my model and looked in the SMD, and it still showed something like this :

version 1
nodes
0 "sword_grip" -1
end
skeleton
time 0
0 0.000000 0.000000 0.000000 1.570796 -0.000000 -1.570796
end
triangles
end

Please help me on what to do

//////////////////////////////////////////////////////////////////////////////////////////////////

Welp, after doing a requested sword and getting everything set up, I get this error when trying to load the .mdl file

"The resources of the model failed to be loaded: models/My Steam ID/Sword Name/Sword Name.mdl"

Link to Files #1: http://imgur.com/BI93sfS,XtQCgyU
Link to Files #2: http://imgur.com/BI93sfS,XtQCgyU#1
Can someone help me fix this? I'm trying to commission this for a friend, and it keeps messing up! Please Help!

//////////////////////////////////////////////////////////////////////////////////////////////////

*QC FILE BACK SHEATH*:
$modelname "76561198067637418\Sword\Sword_sheath.mdl"
$cdmaterials "models\76561198067637418\Sword"
$surfaceprop "metal"
$bonemerge sheathe_attach_back
$attachment "anim_sheathe" "sheathe_attach_back" 0 0 0 rotate 0 0 0


$hboxset "default"
$scale 1.0
$body "Body" "Sword_sheath_mdl.smd"
$sequence idle "Sword_sheath_mdl.smd" loop fps 1.00

//////////////////////////////////////////////////////////////////////////////////////////////////

*QC FILE SWORD*:
$modelname "76561198067637418\Sword\Sword.mdl"
$cdmaterials "models\76561198067637418\Sword"
$surfaceprop "metal"
$bonemerge sword_grip
$scale 1.0
$body "Body" "Sword_mdl.smd"
$sequence idle "Sword_mdl.smd" loop fps 1.00
$collisionmodel "Sword_phys.smd"
{
$mass 1
}

//////////////////////////////////////////////////////////////////////////////////////////////////

*Sword_mld.smd*:
version 1
nodes
0 "sword_grip" -1
end
skeleton
time 0
0 0.000000 0.000000 0.000000 1.570796 -0.000000 -1.570796
end
triangles
end

//////////////////////////////////////////////////////////////////////////////////////////////////

*Sword_phys.smd*:
version 1
nodes
0 "sword_grip" -1
end
skeleton
time 0
0 0.000000 0.000000 0.000000 1.570796 -0.000000 -1.570796
end
triangles
end

//////////////////////////////////////////////////////////////////////////////////////////////////

*Sword_sheath_mdl.smd*:
version 1
nodes
0 "sheathe_attach_back" -1
end
skeleton
time 0
0 0.000000 -0.000000 0.000000 1.570796 -0.000000 -1.570796
end
triangles
end

//////////////////////////////////////////////////////////////////////////////////////////////////

*Sword.vmt*:
"VertexLitGeneric"
{
"$model" 1
"$nocull" 1
"$surfaceprop" "Metal"

$basetexture "models/76561198067637418/Sword/Sword"


"$envmap" "env_cubemap"
"$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
"$phongexponenttexture" "models/76561197999108562/Sword/Sword_exp"
"$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"
}
}
}


/////////////////////////////////////////////////////////////////////////////////////////////////

*Sword_sheath.vmt*:
"VertexLitGeneric"
{
"$model" 1
"$nocull" 1
"$surfaceprop" "Metal"

$basetexture "models/76561198067637418/Sword/Sword_sheath"


"$envmap" "env_cubemap"
"$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
"$phongexponenttexture" "models/76561197999108562/Sword/Sword_sheath_exp"
"$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

Last edited by Shroud 4.0; 25 Oct, 2014 @ 10:24am
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Showing 1-4 of 4 comments
jes 17 25 Oct, 2014 @ 12:40am 
Are your smd's... empty?
fug4life 31 25 Oct, 2014 @ 2:27am 
Your ref .smd was exported with no material assigned, hence you have no texture triangle information in your .smd (as Jester has pointed out).
Shroud 4.0 2 25 Oct, 2014 @ 6:17am 
So should I put my textures on my model in 3ds max before exporting?
Shroud 4.0 2 25 Oct, 2014 @ 6:54am 
*Update* I applied my material and then exported, and it stil gives me the same SMD
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Showing 1-4 of 4 comments
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