Source Filmmaker

### Source Filmmaker

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Why are my models Black and Purple?? AND HOW DO I FIX IT???
By Pte Jack
So you've extracted a custom model for SFM but when you go to use it you find that the materials are Black and Purple Checkerboards. Well that is the default material for a model that the game engine can't find a material for.

This tutorial will take you through a couple of reasons why this is happening, where to look to investigate the problem and suggest the fix.
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The Video
This is a pretty straight forward video and I don't believe that a typed out explanation is required.

http:// http://youtu.be/teJb4HrZ5fM
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Docktor Medic Mann M.D. Mar 30 @ 4:32pm
I wanted to say thankyou SO much for all your help! I'm gonna test your tips out on my model,but I'll just add one material to test it out,wish me luck! (I'm gonna need alot of it <:3)
Pte Jack  [author] Mar 28 @ 3:15pm
Your VMTs should be in the folders identified by your qc, for example, in that picture I had 6 materials. Black, white, yellow, red, green and blue. If I wrote a qc and wanted my materials to be in sourcefilmmaker/game/mymodels/materials/models/cube my qc would look like this

"$cdmaterials" "models/cube/" Materials is the default material path from a SFM known root folder (A known rootfolder is the game "foldername" in your gameinfo.txt searchpaths statements) So I would have a statement "game" "mymodels" in the gameinfo.txt searchpaths. Under the mymodels folder I would have a materials and models folder, under that materials folder I would have a models folder then under that models folder I would have a cube folder then in the cube folder I would have my cube vmt files The path for black.vmt would be Sourcefilmmaker/game/mymodels/materials/models/cube/black.vmt and my "$cdmaterials" "models/cube/" statement would find the vmt.

Docktor Medic Mann M.D. Mar 28 @ 2:11pm
Okay,and JUST to be sure,where should my materials (the .Vtf\vtm stuff) folder be located? Also,thankyou for the help! I'm testing this out now :)
Pte Jack  [author] Mar 28 @ 1:03pm
Fearless, this could be one of your problems, http://i.imgur.com/E8bDNPh.png

Check your materials panel ensure that your VMTs are named the as the materials listed in your panel and that the materials are actually assigned to mesh. When you export and compile compile, (if you use Blender to do the compile), toggle the system console on and watch for errors (especially object has no material errors).

Next comes the qc, for your $cdmaterials statement use$cdmaterials ""
// and
$cdmaterials "{path to where your materials are suppose\to be\and close with and slash\" Pte Jack [author] Mar 28 @ 1:03pm This way, if all your materials are in that path, they will be found or use$cdmaterials "{path}" for all the folders where your materials live.

When it come to your \$texturegroup entries you only have to use the vmt name in the groups if you use that.

Now, if you look at that picture, you see that I have 6 colors listed for the cube, I would have to have 6 VMTs, even if they are using the same texture. If I had a 7th listed in that block, I would have to have 7 VMTs, even if the 7th isn't used by the model. If I don't and don't have a VMT for the unused material, the model will report a missing materials error. This is why it is important to delete any unused materials from the materials properties panel in Blender.
Docktor Medic Mann M.D. Mar 28 @ 7:57am
It's something I made myself in Blender (It's actually my first 3D Model ever! :D) It's a small Pierrot like mask,no animations or flexes,just a prop :3
Pte Jack  [author] Mar 28 @ 12:07am