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HL2DM Weapon Texture Issues (Forums : 3D Modeling & Animating : HL2DM Weapon Texture Issues) Locked
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Jul 29 2009 Anchor

Ok, I have been working on creating some custom weapons and animations for a MOD I am working on. As of now, I have a custom weapon in the game. When I textured the model, I textured it with a simple wood texture just so I could know if the texture was working or not. The model only shows the default pink/black textured. I cannot seem to figure out why it does not show the texture. The following is my qc file for the weapon which is mostly a copy of weapon pistol: /* ================================================== ============================ View model Oppressor ================================================== ============================ */ $modelname weapons/v_oppressor.mdl $cdmaterials models\Weapons\V_hand models\Weapons\V_Pistol // whole body $body studio "Oppressor_reference.smd" $origin 0 0 68 //Muzzle flash $attachment "muzzle" "ValveBiped.muzzle" 0 0 0 //Shell eject $attachment "1" "ValveBiped.eject" -1.00 0.00 0.00 rotate -0 90 -180 $sequence idle01 "Idle01" loop fps 30 activity ACT_VM_IDLE 1 node 0 $sequence idle01empty "Idle01_empty" loop fps 30 activity ACT_VM_IDLE_EMPTY 1 node 0 $sequence fire "Fire01" snap fps 30 activity ACT_VM_PRIMARYATTACK 1 { event AE_MUZZLEFLASH 0 "PISTOL MUZZLE" } node 2 $sequence fire1 "Fire1" snap fps 30 activity ACT_VM_RECOIL1 1 { event AE_MUZZLEFLASH 0 "PISTOL MUZZLE" } node 2 $sequence fire2 "Fire2" snap fps 30 activity ACT_VM_RECOIL2 1 { event AE_MUZZLEFLASH 0 "PISTOL MUZZLE" } node 2 $sequence fire3 "Fire3" snap fps 30 activity ACT_VM_RECOIL3 1 { event AE_MUZZLEFLASH 0 "PISTOL MUZZLE" } node 2 $sequence fireempty "Fire_empty" fps 30 activity ACT_VM_DRYFIRE 1 node 2 $sequence draw "Draw" snap fps 30 activity ACT_VM_DRAW 1 node 0 $sequence drawempty "Draw_empty" fps 30 node 0 $sequence reload "Reload01" fps 30 activity ACT_VM_RELOAD 1 node 0 $sequence holster "Holster" fps 30 activity ACT_VM_HOLSTER 1 node 0 $sequence holsterempty "Holster_empty" fps 30 activity ACT_VM_HOLSTER 1 node 0 $sequence idletolow "idle_to_lowered" fps 30 activity ACT_VM_LOWERED_TO_IDLE 1 transition 0 1 $sequence lowtoidle "lowered_to_idle01" fps 30 activity ACT_VM_IDLE_TO_LOWERED 1 transition 1 0 $sequence lowidle "idle01_lowered" fps 30 loop activity ACT_VM_IDLE_LOWERED 1 node 1 ================================================== =============== Here is the text within the VMT file for the weapon: "VertexlitGeneric" { "$basetexture" "models/Weapons/V_hand_models/Weapons/V_Pistol/wood-planks-texture" } ================================================== =============== Ok, I couldnt find the directory it calls for in this file, So I added the tga, vtf, and the vmt file (all the same name) to the following directories: C:\Program Files\Steam\steamapps\username\half-life 2 deathmatch\hl2mp\materials\models\Weapons\V_hand_m odels\Weapons\V_Pistol C:\Program Files\Steam\steamapps\username\half-life 2\hl2\materials\models\Weapons\V_hand_models\Weapo ns\V_Pistol C:\Program Files\Steam\steamapps\username\sourcesdk_content\h l2\materialsrc\models\Weapons\V_hand_models\Weapon s\V_Pistol I had to make most of these folders because I couldnt find them listed anywhere. My main question is summed up into two parts. 1) Why will the texture not show up. I put the textures in all these 3 directories just to be sure. 2)Is there anyway to set the directory it looks for the texture in, to the material folder in my MOD folder? I would appreciate any help with this. Once this is figured out, I pretty much have everything else down pat.<!-- / message -->

Cryrid
Cryrid 3D Artist
Jul 31 2009 Anchor

I'm not sure if it is due to the formatting of the post, or if you copied and pasted your .qc and .vmt files as is. There are some differences between the listed directories however ("V_hand models", "V_hand_models", etc). The Qc I've gotten from you in the past contains the space in the path, and this is the directory it is trying to find the .vmt in. My guess is the .vmt and .vtx are in V_hand_models however.

Edited by: Cryrid

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