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But I have to warn ya, I got practically no exp with Modelling-Stuff and jsut made this with the help of a friend and got the vmt and qc files from the official- and a com-guide
------------------------------------------
QC-FILE
$modelname "76561198055072290\yourswordname\yourswordname.mdl"
$cdmaterials "models\76561198055072290\yourswordname"
$surfaceprop "metal"
$bonemerge sword_grip
$scale 1.0
$body "Body" "yourswordname_ref.smd"
$sequence idle "yourswordname_ref.smd" loop fps 1.00
$collisionmodel "yourswordname_phy.smd"
{
$mass 1
}
----------------------------------------------
VMT-FILE
"yourswordname"
{
"include" "materials/models/shared/swords.vmt" // import to ensure that common requirements are met, for example the charge effect on swords, player models
"insert"
{
"$basetexture" "models/76561198055072290/yourswordname" //the name of your diffuse vtf
"$bumpmap" "models/76561198055072290/yourswordname_nrm" //the name of your normal map vtf
"$normalmapalphaenvmapmask" "1" //use the alpha channel in your normal map as the specular map.
}
}
But it still does complain about the materials/models/steamid/yourswordname/yourswordname.vmt
you need
"$basetexture" "models/76561198055072290/yourswordname/yourswordname"
"$bumpmap" "models/76561198055072290/yourswordname/yourswordname_nrm"
It seems like the Y-Axis which should be the lenght of the blade is now replaced with the X-Axis, so when I put the upward-axis on the Y-Axis (I'm not sure which one it was atm) the sword fits, but the blade is gazing into the sky...