Raised This Month: $51 Target: $400
 12% 

FF2 (Help) How do I compile a model with custom textures?


Post New Thread Reply   
 
Thread Tools Display Modes
Author Message
LordHotPocketHomicide
Member
Join Date: Aug 2016
Location: This Realm of Existence
Old 04-23-2018 , 21:49   (Help) How do I compile a model with custom textures?
Reply With Quote #1

As the title states, I'm looking for help compiling a model with custom textures already applied, so I can view it in HLMV with said textures. Here's a quick run-down of what I've done so far:

1. I extracted and modified the VTFs as I wished, and then I converted them back to VTF files.
2. To confirm they would work in-game, I tested them as just a basic TF2 mod. They worked perfectly.
3. I then used Mecha Slag's MDL Hexer to set the VTF paths of the textures I wish to replace (soldier_blue and soldier_head) and put the textures in those respective folders.
4. Because I have no way of testing a pre-compiled model in-game (I don't have a test server), I loaded the newly hexed mdl file in HLMV and set the skin to skin 1. My result is as shown below:



And so that's that. I've tried googling solutions, but all I've found are basic tutorials on making basic skin mods; like I said, I'm trying to compile a model (or hex it) with entirely new textures for use in a new Hale, so those guides have been of little use to me. If anyone can help, it'd be greatly appreciated. If needed, I'll supply my QC.

EDIT: I moved the model to download/models/freak_fortress_2/nrcv3 and re-hexed the materials (I also made proper VMTs for them), but now skin1 shows up completely invisible:



In addition, notice how it says nothing about errors loading materials or VMTs. I know this isn't how HLMV handles custom textures either, as I've previewed other custom textures in the program before and they loaded fine. Either way, I know I'm making progress, but some extra help would still be appreciated.

FINAL EDIT: I found the solution, turns out I was using a wrong-ish setup for my VMT. I was using a basic lightmappedgeneric, but I had to use a vertexlitgeneric with a bunch of other things. In the end, this is what worked for me:

"VertexLitGeneric"
{
"$basetexture" "models/freak_fortress_2/nrcvxl2/soldier_blue"
"$bumpmap" "models/freak_fortress_2/nrcvxl2/soldier_blue"
"$envmap" "env_cubemap"
"$normalmapalphaenvmapmask" 1
"$envmapcontrast" 1
"$model" 1
"$selfillum" 1
}

I'll be keeping this thread up in case anyone else has a similar problem and needs the fix, sorry if it seems like spam.
__________________
Professional retard. I might borrow some code, but I always try to give credit when I do! If you've noticed I've borrowed some of your code, and you have a problem with that, please add me on Steam and let me know so I can correct the problem as soon as possible!

Last edited by LordHotPocketHomicide; 04-23-2018 at 22:46.
LordHotPocketHomicide is offline
JuegosPablo
Veteran Member
Join Date: Feb 2016
Location: Gravity is a Harness
Old 04-24-2018 , 02:08   Re: (Help) How do I compile a model with custom textures?
Reply With Quote #2

Quote:
Originally Posted by LordHotPocketHomicide View Post
As the title states, I'm looking for help compiling a model with custom textures already applied, so I can view it in HLMV with said textures. Here's a quick run-down of what I've done so far:

1. I extracted and modified the VTFs as I wished, and then I converted them back to VTF files.
2. To confirm they would work in-game, I tested them as just a basic TF2 mod. They worked perfectly.
3. I then used Mecha Slag's MDL Hexer to set the VTF paths of the textures I wish to replace (soldier_blue and soldier_head) and put the textures in those respective folders.
4. Because I have no way of testing a pre-compiled model in-game (I don't have a test server), I loaded the newly hexed mdl file in HLMV and set the skin to skin 1. My result is as shown below:



And so that's that. I've tried googling solutions, but all I've found are basic tutorials on making basic skin mods; like I said, I'm trying to compile a model (or hex it) with entirely new textures for use in a new Hale, so those guides have been of little use to me. If anyone can help, it'd be greatly appreciated. If needed, I'll supply my QC.

EDIT: I moved the model to download/models/freak_fortress_2/nrcv3 and re-hexed the materials (I also made proper VMTs for them), but now skin1 shows up completely invisible:



In addition, notice how it says nothing about errors loading materials or VMTs. I know this isn't how HLMV handles custom textures either, as I've previewed other custom textures in the program before and they loaded fine. Either way, I know I'm making progress, but some extra help would still be appreciated.

FINAL EDIT: I found the solution, turns out I was using a wrong-ish setup for my VMT. I was using a basic lightmappedgeneric, but I had to use a vertexlitgeneric with a bunch of other things. In the end, this is what worked for me:

"VertexLitGeneric"
{
"$basetexture" "models/freak_fortress_2/nrcvxl2/soldier_blue"
"$bumpmap" "models/freak_fortress_2/nrcvxl2/soldier_blue"
"$envmap" "env_cubemap"
"$normalmapalphaenvmapmask" 1
"$envmapcontrast" 1
"$model" 1
"$selfillum" 1
}

I'll be keeping this thread up in case anyone else has a similar problem and needs the fix, sorry if it seems like spam.

Well You set "models/freak_fortress_2/nrcvxl2/soldier_blue" when you need put "freak_fortress_2/nrcvxl2/soldier_blue" but depend where you set the textures

But If need more help ask me on my steam
__________________
My Youtube Channel
Steam Profile
My Discord: JuegosPablo#0568
JuegosPablo is offline
JuegosPablo
Veteran Member
Join Date: Feb 2016
Location: Gravity is a Harness
Old 04-24-2018 , 02:10   Re: (Help) How do I compile a model with custom textures?
Reply With Quote #3

Quote:
Originally Posted by JuegosPablo View Post
Well You set "models/freak_fortress_2/nrcvxl2/soldier_blue" when you need put "freak_fortress_2/nrcvxl2/soldier_blue" but depend where you set the textures

but why exactly you remove the original "$bumpmap"

But If need more help ask me on my steam
__________________
My Youtube Channel
Steam Profile
My Discord: JuegosPablo#0568
JuegosPablo is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 09:08.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode