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Missing textures
I'm having an issue where the texture for this model's left eye is missing. I've made sure the materials path is correct, I checked the coordinates for the left eye (the model has eyeposing) I renamed the materials, I actually went as far as to redo the whole qc and save an edited version of the vmt file of the working eye to see if that would work. I thought it might've had to do with the shader, but the shader sees to be fine. I keep ending up with this result: {LINK REMOVED}

The vmt I have looks like this:

"eyes"
{
$basetexture "models/Fire Emblem/Lissa/leye"

$basetexture "models/Fire Emblem/Lissa/leye"
$iris "models/Fire Emblem/Lissa/leye"
}

And my qc looks like this:

$cd "C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\materials\models\Fire Emblem\Lissa\"

$cdmaterials "models\Fire Emblem\Lissa\"

$modelname "Fire Emblem\Lissa\Lissa.mdl"

$model "Lissa" "Lissa.dmx" {

eyeball righteye "Head" -1.57952 -2.18358 65.9881 "eyeR" 1.00 4 "unused" 3.5
eyeball lefteye "Head" 1.57952 -2.18358 65.9881 "leye" 1.00 -4 "unused" 3.5

flexcontroller eyes range -60 60 eyes_updown
flexcontroller eyes range -60 60 eyes_rightleft
}

$attachment "eyes" "Head" -0.000001 -2.18358 65.9881 absolute
$attachment "placeholder" "Head" 0 0 0

$MostlyOpaque

$sequence idle "Lissa.dmx" fps 1.00
Last edited by AquaPeri; Nov 11, 2018 @ 6:04pm
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Showing 1-9 of 9 comments
Kumquat [Velbud] Nov 11, 2018 @ 6:15pm 
Right, do you have one VMT for each eye? I always found most models had two separate VMTs for each eye? If so, look back at your eye assignments in Blender and try reassigning them as left and right, while having them share the same VTF. I think that will solve your problem.

Also, why do you have two base textures, that are the same? Comment or delete that.
And not sure you need the $cd bit.
Last edited by Kumquat [Velbud]; Nov 11, 2018 @ 6:16pm
green Nov 11, 2018 @ 6:28pm 
If the the given directory in the VMT is the same directory in the .QC, then that's good. The problem is *probably* that the name of the materials assigned in the 3d model program are different than the name of the files.
76561198253511502 Nov 11, 2018 @ 6:32pm 
Originally posted by Velbud:
Right, do you have one VMT for each eye? I always found most models had two separate VMTs for each eye? If so, look back at your eye assignments in Blender and try reassigning them as left and right, while having them share the same VTF. I think that will solve your problem.

I have one VMT for each eye, and I'm a little confused on how to assign two different materials to the same VTF.

Edit: As for the part about two basetextures, I should probably remove that.
Last edited by AquaPeri; Nov 11, 2018 @ 6:32pm
76561198253511502 Nov 11, 2018 @ 7:37pm 
Originally posted by Hunter in the Green Vest:
If the the given directory in the VMT is the same directory in the .QC, then that's good. The problem is *probably* that the name of the materials assigned in the 3d model program are different than the name of the files.

I looked, and the filenames are the same as the material names in Blender.
Zappy Nov 12, 2018 @ 6:09am 
Please reboot Source Filmmaker, make a new session (you don't have to load a map), click "Windows" > "Console" at the top-left of the main Source Filmmaker window, type "Clear" into the console and press Enter to execute it (thus clearing/wiping away everything in the console), open the model browser, select your model to preview it, close the model browser, copy everything now in the console, and paste it in a comment here (preferably between [code] and [/code]).

In addition to that, please hold Shift while right-clicking the left eye's VMT file in File Explorer, choose "Copy as path", and paste that in a comment here as well.
76561198253511502 Nov 12, 2018 @ 3:48pm 
Binding uncached material "potterywheelpanelwireframe", artificially incrementing refcount Error! Flag "$nocull" is multiply defined in material "models/aquaperi/amethyst/skin"! Error! Flag "$nocull" is multiply defined in material "models/aquaperi/amethyst/shawl"! Error! Flag "$nocull" is multiply defined in material "models/aquaperi/amethyst/tanktopp"! Error! Flag "$nocull" is multiply defined in material "models/aquaperi/amethyst/face"! Error! Flag "$nocull" is multiply defined in material "models/aquaperi/amethyst/hair"! Error! Flag "$nocull" is multiply defined in material "models/aquaperi/amethyst/boots"! Error! Flag "$nocull" is multiply defined in material "models/aquaperi/amethyst/pants"! Failed to load models/! Error! Flag "$nocull" is multiply defined in material "models/fire emblem/chrom/sheath"! "materials/models/fire emblem/chrom/sheath_n.vtf": can't be found on disk Error! Variable "$basetexture" is multiply defined in material "models/fire emblem/chrom/reye"! Error! Variable "$basetexture" is multiply defined in material "models/fire emblem/chrom/reye"! Error! Variable "$basetexture" is multiply defined in material "models/fire emblem/chrom/leye"! Error! Variable "$basetexture" is multiply defined in material "models/fire emblem/chrom/leye"! Error! Flag "$nocull" is multiply defined in material "models/fire emblem/chrom/cape"! Error! Flag "$nocull" is multiply defined in material "models/fire emblem/chrom/face"! Error! Flag "$nocull" is multiply defined in material "models/fire emblem/chrom/hair"! Error! Flag "$nocull" is multiply defined in material "models/fire emblem/chrom/armor"! Failed to load models/! Error! Flag "$nocull" is multiply defined in material "models/fire emblem/lissa/body"! Error! Variable "$basetexture" is multiply defined in material "models/fire emblem/lissa/eyer"! Error! Variable "$basetexture" is multiply defined in material "models/fire emblem/lissa/eyer"! Error! Flag "$nocull" is multiply defined in material "models/fire emblem/lissa/face"! Error! Flag "$nocull" is multiply defined in material "models/fire emblem/lissa/hair"! Error! Flag "$nocull" is multiply defined in material "models/fire emblem/lissa/dress"!

(the model's stuff is mainly at the bottom, and I should probably remove all those extra $noculs and $basetextures)


"C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\materials\models\Fire Emblem\Lissa\eye-L.vmt"
76561198253511502 Nov 13, 2018 @ 4:57am 
Something weird that ended up happening was that I ended up assigning both eyes to the same texture (which of course is a terrible idea), and...

well the left eye works wonders now, but the right eye looks derpy. I wondered if the eyes would work better if I kept that material assigned to that eye but assigned the right eye to something else, and I still ended up with the same result that I've been getting.
Last edited by AquaPeri; Nov 13, 2018 @ 5:00am
Zappy Nov 13, 2018 @ 6:09am 
Originally posted by AquaPeri:
-Console error stuff- -
I'm surprised to see that there's no "missing material" errors, especially when the only "missing texture" error seems to be unrelated to eyes and even part of a different model.

Originally posted by AquaPeri:
- eyeball lefteye "Head" 1.57952 -2.18358 65.9881 "leye" 1.00 -4 "unused" 3.5 -
Originally posted by AquaPeri:
- "C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\materials\models\Fire Emblem\Lissa\eye-L.vmt"
The QC file is set up to take material "leye" of the model as the left eye, but the left eye's VMT file is called "eye-L" instead. There are multiple possibilities here...

- The model's left eye's material is not "leye", so the model's left eye's material doesn't match up with the material that you're trying to specify as the left eye in the QC file.
- The model's left eye's material is "leye", but the "leye" material file is set up incorrectly while you're trying to edit a (probably) completely unrelated "eye-L" material file.
- Something else, but I forgot it while writing the above. Which means that it was probably not important, and not as likely as the above options anyway.

Originally posted by AquaPeri:
- -\SourceFilmmaker\game\usermod\-
You shouldn't put custom content into pre-existing folders in Source Filmmaker, especially not "usermod" as it's an "important" folder for Source Filmmaker. If you mess up something in there, it may be hard to fix (occasionally to the point of basically requiring Source Filmmaker to be re-installed), and even if you don't, you can still cause problems by doing that.

(It's excuseable to have maps and models in it when you're working on them, as map and model compilers will put them there if you specify "usermod" as the "game" to compile for. However, you should move them out of "usermod" when you're done working on them for the time being. There's definitely no excuse to put materials, textures, sounds, or the like in "usermod", though, considering that you have to manually choose where to save/export them.)


Instead, right-click Source Filmmaker in your Steam library (in the "Software" or "Installed" categories), and choose "Properties" > "Local Files" > "Browse Local Files...". This will open a File Explorer window in -/SourceFilmmaker/.

Now enter the "game" folder and make a new folder here, named whatever you want (for example "customstuff").
Inside of the folder that you just made (for example inside of -/SourceFilmmaker/game/customstuff/), make folders called "maps", "materials", "models", "particles", and/or "sound". These folders may hold custom content.

Once you've put custom content inside of those folders that you just made, right-click Source Filmmaker in your Steam library again, choose "Launch SDK", click "Edit Search Paths For Selected Mod", and enable the first custom folder that you made while following these instructions (for example "customstuff").
You may optionally move it around in the search path list, such as if it's supposed to override Team Fortress 2 content or such. If there's a file that exists within two different search paths, the top-most search path in the list will be the search path that the file will be loaded from.

I personally suggest having a separate such folder for each franchise or such (for example one for Super Mario stuff, one for Sonic the Hedgehog stuff, one for Overwatch stuff, et cetera). This way, you can mostly disable stuff that you're not currently using, which can be helpful if Source Filmmaker starts crashing due to indexing too many assets.
76561198253511502 Nov 13, 2018 @ 2:59pm 
The reason the material names are different is because I ended up changing the material name in-between because I thought that would work (probably should've put that in).

Creating a new mod does sound like a good idea, though.
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Date Posted: Nov 11, 2018 @ 6:02pm
Posts: 9