Source Filmmaker

Source Filmmaker

Too many materials used, max 32 even though I have 32 (CROWBAR)
My previous discussion died, and the titular question was answered anyway.
Been trying to compile this model for a couple of days now and it's telling me I have too many materials, even though I have the maximum amount. I previously got this error when I had too many materials, so I deleted them and used similar ones. Making multiple objects use similar materials in stead of separate ones. I'm trying to compile to a MDL so the view/preview will be blank.
Textures: https://gyazo.com/aeb458e71897f6106fa91b5298671b7d
VMTs and VTFs: https://gyazo.com/69e5f30cf98ab66ae4f3ad46c661eb5c
https://gyazo.com/95eec309c69f98a5f6fd9457b6fc5587
Last edited by THN Productions; Mar 2, 2019 @ 4:49am
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Showing 1-15 of 188 comments
green Mar 2, 2019 @ 8:09am 
First off, those .PNGs are useless. Source ain't gonna read those as materials/textures. Also, are the .VMTs asks for only 32 materials in total? I believe this includes normal maps, specular, etc.
Marco Skoll Mar 2, 2019 @ 8:26am 
Originally posted by Hunter in the Green Vest:
I believe this includes normal maps, specular, etc.
It doesn't; these are textures, which are used by materials, but are not materials themselves.

(It wouldn't make any sense for the limit to be on textures, because you can compile a model without having yet made any of its materials, so how would it know how many textures were in materials that don't yet exist... or which would later be edited to have more?)
green Mar 2, 2019 @ 8:35am 
Originally posted by Marco Skoll:
Originally posted by Hunter in the Green Vest:
I believe this includes normal maps, specular, etc.
It doesn't; these are textures, which are used by materials, but are not materials themselves.

(It wouldn't make any sense for the limit to be on textures, because you can compile a model without having yet made any of its materials, so how would it know how many textures were in materials that don't yet exist... or which would later be edited to have more?)
Sorry, I wasn't 100% sure, so thank you for clarifying that! :lunar2019grinningpig:

If that's not the case then, can we take a look at the .QC, OP?
Pte Jack Mar 2, 2019 @ 9:30am 
I only see 16 materials (VMTS) listed in those pictures, the problem may root back to the materials listed in Blender. How many OBJECTS does this "thing" have in blender and how many DIFFERENT materials are listed for all of them. If you have split up the model in Blender into separate objects clean the materials the object doesn't use out of the materials panel so that only the 16 that you are displaying in your picture posts are left on the model before exporting it.
THN Productions Mar 2, 2019 @ 10:38am 
Hunter: Here's the QC: https://gyazo.com/d686a7633ae4a302a4db8c73baca7af1
Pte Jack: The model has quite a bit objects. But most of them are joined together, besides the doors and wheels, which are parented. Many of them share the same materials (https://gyazo.com/d8ab88af4035e534f46a6b230757dbfc)
Pte Jack Mar 2, 2019 @ 2:06pm 
When adding links, make sure there is a space between the link and anything else like () or ... , etc or they won't work
Pte Jack Mar 2, 2019 @ 2:10pm 
Also, when providing screenshots, you should include the entire workspace... something like this

https://steamcommunity.com/sharedfiles/filedetails/?id=1528003376

So we can see what you're working with...
THN Productions Mar 3, 2019 @ 1:01am 
Here's the entire workspace: https://gyazo.com/a19c0e75781ccf21410d03bc3e5b1750
Just zoom in.
Also, my VTFs aren't in the SFM materials folder. Idk if that's the problem, but I'll place them there.
THN Productions Mar 3, 2019 @ 1:09am 
Also, I didn't know that the VMTs need to be named the same as the blender materials. Can I change their names in Blender to the names of the VMTs?
The will be a lot of "x.0001" ones though, that won't affect it right?
Last edited by THN Productions; Mar 3, 2019 @ 1:10am
green Mar 3, 2019 @ 5:44am 
Can you expand the materials part, so we can see everything?

Originally posted by TimmyHeadNose:
Also, I didn't know that the VMTs need to be named the same as the blender materials. Can I change their names in Blender to the names of the VMTs?
Yes, and yes— so long as you export the new version and override the old one.

Originally posted by TimmyHeadNose:
The will be a lot of "x.0001" ones though, that won't affect it right?
I don't think so, but I'm not 100% sure.
THN Productions Mar 3, 2019 @ 6:37am 
Here: https://gyazo.com/e76d7a6e651646d6a90b8e3738a5a066
The QC is still the same.
So, should I start everything again, cause I think It's the best choice.
And I really hope that doesn't affect anything, because if it does, then I'm probably just gonna have to give up or smth.
Last edited by THN Productions; Mar 3, 2019 @ 6:41am
green Mar 3, 2019 @ 6:47am 
Originally posted by TimmyHeadNose:
Here: https://gyazo.com/e76d7a6e651646d6a90b8e3738a5a066
The QC is still the same.
So, should I start everything again, cause I think It's the best choice.
And I really hope that doesn't affect anything, because if it does, then I'm probably just gonna have to give up or smth.
Certainly not. You have well over 32 materials assigned though, so there's the source of your problem. Either delete any dupes, link some materials together, though, I would only do this if you're somewhat experienced with Blender and materials.
THN Productions Mar 3, 2019 @ 6:52am 
A lot of those are duplicates. However, won't deleting duplicates cause some parts of the model to be untextured? A lot of objects share the same material.
THN Productions Mar 3, 2019 @ 6:53am 
Cause there are only 16 textures overall.
green Mar 3, 2019 @ 7:00am 
Originally posted by TimmyHeadNose:
A lot of those are duplicates. However, won't deleting duplicates cause some parts of the model to be untextured? A lot of objects share the same material.
If they're dupes, then there shouldn't be any un-textured parts. Save a version where you didn't edit the textures, in case you mess up something.

Originally posted by TimmyHeadNose:
Cause there are only 16 textures overall.
That may be so, but there are well over 32 (I didn't count the exact, but it's over that) assigned in Blender, and that's what's gonna count.
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Date Posted: Mar 2, 2019 @ 4:49am
Posts: 188