Compiling help.

NO hand textures are showing up.

By Unforgiven[NOR] 2 years ago

Allright, so here is my NEW problem with the "GUIStudioMDL". I've been making around 3 new weapon animations, but can't put them up, as the hands are Black and purple checkboarded. -.-"

Here is the QC. file the I use to compile ONE off the 3 guns(Do noe that the "*****" are for my name which I didnt want people to know!):

Start

$cd "C:\Users********\Documents\3dsMax\export\AKFOURTYAWSOME" $modelname "weapons\vrifak47.mdl" $model "studio" "reference.smd" $cdmaterials "models\weapons\Vmodels\rifak47\" $cdmaterials "models\weapons\vmodels\hands\" $hboxset "default" // Model uses material "rifak47skin1.vmt" // Model uses material "vhands.vmt" $attachment "flash" "Akfourtyawsome" 2.80 -35.50 10.00 rotate 0 0 0 $attachment "eject" "Akfourtyawsome" 2.00 -21.00 11.50 rotate -20 20 20 $surfaceprop "default" $illumposition -3.033 5.796 -7.287 $sequence ak47idle "idle" loop ACTVMIDLE 1 snap fps 30.00 $sequence ak47fire1 "fire1" ACTVMPRIMARYATTACK 1 snap fps 20.00 { { event 5001 0 "1" } { event AECLIENTEFFECTATTACH 0 "EjectBrass_762Nato 2 150" } }

$sequence ak47fire2 "fire2" ACTVMPRIMARYATTACK 1 snap fps 20.00 { { event 5001 0 "1" } { event AECLIENTEFFECTATTACH 0 "EjectBrass_762Nato 2 150" } }

$sequence ak47fire3 "fire3" ACTVMPRIMARYATTACK 1 snap fps 20.00 { { event 5001 0 "1" } { event AECLIENTEFFECTATTACH 0 "EjectBrass_762Nato 2 150" } }

$sequence ak47draw "draw" ACTVMDRAW 1 snap fps 30.00 { { event 5004 12 "WeaponAK47.BoltPull" } }

$sequence ak47reload "reload" ACTVMRELOAD 1 snap fps 37.00 { { event 5004 13 "WeaponAK47.Clipout" } { event 5004 45 "WeaponAK47.Clipin" } { event 5004 59 "WeaponAK47.BoltPull" }

}

End

And for those wondering. YES, the textures for the hand IS located in that folder. ;)

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Replies

    • P3: Peasant
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    The hand meshes don't have the right material names applied to them.

    If you loaded them up in a 3d editor then assigned new materials to them then that would cause this.

    To fix apply the original material names to the hands in the reference smd. This can be done in a 3D app, or a text editor.

    const bool is_Failing = true;
    • P2: Drudge
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    Posted by RedRogueXIII The hand meshes don't have the right material names applied to them. If you loaded them up in a 3d editor then assigned new materials to them then that would cause this. To fix apply the original material names to the hands in the reference smd. This can be done in a 3D app, or a text editor.

    Oh wow, So thats the reason. XD I have the hand materials called: v_hands2.

    _> Haha, thanks for the help man. :3

    "Cry Of Rejoicing"