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2. Never experienced that, I don't know...
3. Yes, it would work. Notepad++ is recommended.
2. Check the Nem's Tools website. you may have to install the additional Window files listed there or turn on some legacy Windows Net Framework drivers.
3. Yes, for each materials channel in Blender there must be a VMT. I usually use VTFEdit to create a simple one when it is time to export and compile so I can view the model in the HLMV or SFM. I use Notepad++ later to tweak the vmts to add phong, cloak, yadda yadda...
I have a couple of new questions, and would greatly appreciate some advice:
1. The guide gives this QC file as an example:
// Identify the model path and name in relation to the models folder
$modelname "testprop/sallyj/sallyjprop.mdl"
//identify the source files to join together to make the model
$model "face-hands" "bodyparts.dmx"
$model "top" "clothmesh_1.dmx"
$model "hair" "clothmesh_0.dmx"
$model "pants" "clothmesh_2.dmx"
$model "shoes" "clothmesh_3.dmx"
// All models must have at least one sequence
$sequence "idle" clothmesh_1.dmx
I think I understand most of it, but am just wondering what exactly the 'clothmesh' stuff means?
2. I know how to save an image from Blender's UV Image Editor (Image/Save As Image), which can then be converted into a VTF file.
But how can I save/export a UV unwrapped image from the UV Image Editor?
3. If I have an object in Blender which has been 'painted' using a material channel with built-in colours (i.e. not an external texture), how exactly can I export that material/colour as an image from Blender?
Thanks in advance.
2. I think Image > Export UV Map or something, but I'm currently lacking resources (my external harddrive) to check it.
3. I don't understand? Blender does not support VMT exporting nor VTF exporting, and I don't understand your question that well, anyway...
The model will still compile with multiple $model statements in the qc, but I agree with you Vintage and $model should only be used if there are facial flexes involved and have changed the guide to reflect $body instead of $model. It is probably why the model compiles with the variuos parts facing different directions before it is defaulted into position in SFM.
//identify the source files to join together to make the model
$model "face-hands" "bodyparts.dmx"
$body "top" "clothmesh_1.dmx"
$body "hair" "clothmesh_0.dmx"
$body "pants" "clothmesh_2.dmx"
$body "shoes" "clothmesh_3.dmx"
http://cloud-4.steampowered.com/ugc/594781153973156243/6748B1D59E16DC52711AE69D58ADB46AAC1DC498/
provided in the guide, the clothmesh_#.dmx are the default OBJECT names that make up the model source files for this particular model and are shown in the exportables panel in Blender Source Tools.
If the name of the jacket object had been named "hoodie" instead of clothmesh_1 on the model the exported object dmx file would have been hoodie.dmx instead of clothmesh_1.dmx,
had the pants object been named "pants" instead of clothmesh_2 then the exported dmx would have been pants.dmx instead of clothmesh_2.dmx, etc.
Each separate object that makes the model will have its own model source dmx file.
The QC would have looked like this
$model "face-hands" "bodyparts.dmx"
$body "top" "hoodie.dmx"
$body "hair" "clothmesh_0.dmx"
$body "pants" "pants.dmx"
$body "shoes" "clothmesh_3.dmx"
The break down is $model/$body - qc command
"top/hair/pants/shoes" - the name the objext will take on in the model
bodyparts.dmx/hoodie.dmx/clothmesh_0.dmx/pants.dmx/clothmesh.dmx" - name of the exported model mesh object source file that will make that particular model piece.
The $sequence statement - Every compiled model must have at least one animation sequence in the qc. This is usually the models reference/idle animation. It is a non displayed model and can be as simple as a minute cube inside the model, just a part of the model itself to an actual full animation where the model .
2. yes you can export an unwrapped uv mesh map to a picture...
Select the objebt you want the map and put it into edit mode, change the uv/image editor picture to the texture assigned to the object. select UV (beside the picture picker) and then Export UV Layout. Name the file and point to where you want it saved. see the picture here...
http://imgur.com/ZS8bShg
3. After you've made the changes to the Blender painted image, select Image* and the save option you require. Once saved you can load that image as the actual texture file for the material. If you are changing/painting material in blender as you work you should do an image*/save and a texture refresh as soon as you are happy with the change to avoid losing any changes to the image. (See this picture)
http://imgur.com/q0aJA5E
...I don't understand what you mean? Also, why wouldn't you actually merge the meshes in this case, as they aren't toggle-able in the model? Or at least group them together (using "Add to group" in object data or whatever on the right)?
If you look at the guide, you would find that this is demonstrating how to piece together a multi-object model in a quick compile, a starter model per-se...
When I spawned the compiled model into SFM, the 4 different object faced different directions until I defaulted the root_transforms. Then the model snapped back together as it should. This particular model did not have bones and was merely a prop type obj compile. Don't bother going into $staticprop or other commands, that was not the intent of the section.
1. and 2. That makes a lot more sense. I'll see if I can get that working when I get home.
3. I don't think I made this question quite clear. Essentially, I am trying to do the same thing as in Q2 (export a UV unwrapped image).
However, I need to do this for an object in Blender that is simply coloured, rather than textured (eg. coloured black). So how exactly can I get this into the UV Image Editor to export it?
Like this???
http://imgur.com/Di3eGyI
It does not just have to be black, but for any colour. I just used black as an example.
The reason I need to know this is because I do not always use external textures for my Blender objects. Sometimes, I simply colour them in Blender.
Edit, I don't do it often enough and keep screwing up the process though!!
I'm not trying to bake textures (at least, I don't think so?).
So this method could would allow me to assign a colour to a Blender object? Would these commands go in a VMT file or the model's QC file?