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TSGEvans Sep 27, 2021 @ 8:58pm
Missing textures on a custom model
So, I've been dabbling in some texture work, and I can't seem to figure out how to get a certain model to read a texture I have laid out for it. Everything seems to be in place, but I cant seem to get it to work.


I do, however, keep getting the same errors within the console

SMBZ items/Skypop_plane.mdl : material "models/smbz items/material" not found.
SMBZ items/Skypop_plane.mdl : material "material" not found.
SMBZ items/Skypop_plane.mdl : material "models/smbz items/textured" not found.
SMBZ items/Skypop_plane.mdl : material "textured" not found.


I have a Vtf, Vmt, and model all in one file under my mods/models/SMBZ items

I thought that moving just the VTF and the VMT to a seperate my mods/materials/SMBZ items would work, but to no avail.


If anyone is willing to lend me a hand, I'd be more than thankful.
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Showing 1-15 of 22 comments
Pte Jack Sep 28, 2021 @ 8:50am 
you need to create a new MODELS folder in the mods/models/ folder and move the SMBZ folder into it.

The path to the VMTs should be mods/models/MODELS/SMBZ
(note the second models folder in the path. )
TSGEvans Sep 28, 2021 @ 8:08pm 
Originally posted by Pte Jack:
you need to create a new MODELS folder in the mods/models/ folder and move the SMBZ folder into it.

The path to the VMTs should be mods/models/MODELS/SMBZ
(note the second models folder in the path. )
Well, the texture is working now, but only if I override it sadly.

Even worse, the model has no reaction to lighting and is constantly full bright even if the vmt doesn't have $selfillum 1 enabled.

For clearance sake, there is no active bumpmap.
Last edited by TSGEvans; Sep 28, 2021 @ 8:46pm
EmperorFaiz.wav Sep 29, 2021 @ 8:57am 
Make sure you use VertexLitGeneric not UnlitGeneric
TSGEvans Sep 29, 2021 @ 12:16pm 
Originally posted by EmperorFaiz.zip:
Make sure you use VertexLitGeneric not UnlitGeneric
VertexLit is in the vmt yeah. Not sure why it wouldn’t be working.
Pte Jack Sep 30, 2021 @ 7:18am 
Take a screenshot of the folder where the VMTs and VTFs are located in Windows File Explorer making sure the path is exposed (we can read the whole path).

Like this:
We need to be able to see the yellow highlighted information and the file names.

https://i.imgur.com/4p9MbAX.png
TSGEvans Sep 30, 2021 @ 1:42pm 
Originally posted by Pte Jack:
Take a screenshot of the folder where the VMTs and VTFs are located in Windows File Explorer making sure the path is exposed (we can read the whole path).

Like this:
We need to be able to see the yellow highlighted information and the file names.

https://i.imgur.com/4p9MbAX.png


I have the entire set here. qc and vmts open as well. This imgur link should work

https://imgur.com/a/9yyKRtu
R234 Sep 30, 2021 @ 3:20pm 
Originally posted by TSGEvans:
I have the entire set here. qc and vmts open as well. This imgur link should work

https://imgur.com/a/9yyKRtu
In the QC file, the "models" folder shouldn't be included in the $modelname line, it's assumed in the filepath, which is why your model currently needs to be in a nested "models/models" configuration. I'd suggest fixing that for cleanliness' sake.

The $cdmaterials line, which tells Source where to find the VMTs, is missing from the QC: https://developer.valvesoftware.com/wiki/$cdmaterials

Skypop_plane_nrm.vmt is using the LightMappedGeneric shader which is not compatible with models, it's a static map brush shader. Change it to VertexLitGeneric.

Is there a specific reason why these two materials are separate? It would also be nice to see how the materials are mapped to the model in Blender (or whatever program you use to model), as well as their names in the materials tab.
TSGEvans Sep 30, 2021 @ 10:24pm 
Originally posted by R234:
Originally posted by TSGEvans:
I have the entire set here. qc and vmts open as well. This imgur link should work

https://imgur.com/a/9yyKRtu
In the QC file, the "models" folder shouldn't be included in the $modelname line, it's assumed in the filepath, which is why your model currently needs to be in a nested "models/models" configuration. I'd suggest fixing that for cleanliness' sake.

The $cdmaterials line, which tells Source where to find the VMTs, is missing from the QC: https://developer.valvesoftware.com/wiki/$cdmaterials

Skypop_plane_nrm.vmt is using the LightMappedGeneric shader which is not compatible with models, it's a static map brush shader. Change it to VertexLitGeneric.

Is there a specific reason why these two materials are separate? It would also be nice to see how the materials are mapped to the model in Blender (or whatever program you use to model), as well as their names in the materials tab.

the "Nrm" texture is a bumpmap. I'll give what you said a try.

Not only that, but the model is from a friend. I'm not entirely sure if he simply made the model in blender or otherwise.
Last edited by TSGEvans; Sep 30, 2021 @ 10:32pm
R234 Sep 30, 2021 @ 10:59pm 
Originally posted by TSGEvans:
the "Nrm" texture is a bumpmap.
That much I figured. I'm talking about the materials (VMT files), not the textures (VTF files). Both of them have the same base texture. One of them has phong (with half the parameters missing), envmap and a superfluous deactivated selfillum. The other one only has the normal map. I don't really see why these would need to be separate, aside from the envmap perhaps? Even that can be masked by a texture's alpha, though.

With that and the errors about missing materials called "material" and "textured" you mentioned in the OP, the whole thing seems kinda messy...
TSGEvans Oct 1, 2021 @ 4:34am 
Originally posted by R234:
Originally posted by TSGEvans:
the "Nrm" texture is a bumpmap.
That much I figured. I'm talking about the materials (VMT files), not the textures (VTF files). Both of them have the same base texture. One of them has phong (with half the parameters missing), envmap and a superfluous deactivated selfillum. The other one only has the normal map. I don't really see why these would need to be separate, aside from the envmap perhaps? Even that can be masked by a texture's alpha, though.

With that and the errors about missing materials called "material" and "textured" you mentioned in the OP, the whole thing seems kinda messy...

Needless to say, I know little to nothing about texturing or importing custom models. first time doing it on this scale in fact.

I'm having the same strange lighting issue to a lesser extent with some civil protection textures.

If you'd be willing to lend a hand in any way possible with a VTF, that would be most appreciated. I can even provide screenshot samples of the issue I'm talking about.
Pte Jack Oct 1, 2021 @ 12:56pm 
This is merely a suggestion but this is what is wrong with your model's textures and qc

https://i.imgur.com/JEZOhP0.png
R234 Oct 1, 2021 @ 2:16pm 
Yeah, at this point we really need to see what the model looks like in a modelling program. We don't know what the materials are called (this is important because the path used by Source is a composite of the material names and the CDmaterials QC command, meaning if the path is already baked in the material names - as it seems to be here - we'd end up with a bunch of nested folders) and we don't know what parts of the model they're assigned to. Maybe your friend can send you the project file?

I suppose a screenshot of what the model currently looks like in SFM could help, too.

Originally posted by TSGEvans:
I'm having the same strange lighting issue to a lesser extent with some civil protection textures.
"Civil protection textures"? What's that?
TSGEvans Oct 2, 2021 @ 11:18am 
Originally posted by R234:
Yeah, at this point we really need to see what the model looks like in a modelling program. We don't know what the materials are called (this is important because the path used by Source is a composite of the material names and the CDmaterials QC command, meaning if the path is already baked in the material names - as it seems to be here - we'd end up with a bunch of nested folders) and we don't know what parts of the model they're assigned to. Maybe your friend can send you the project file?

I suppose a screenshot of what the model currently looks like in SFM could help, too.

Originally posted by TSGEvans:
I'm having the same strange lighting issue to a lesser extent with some civil protection textures.
"Civil protection textures"? What's that?


Originally posted by R234:
Yeah, at this point we really need to see what the model looks like in a modelling program. We don't know what the materials are called (this is important because the path used by Source is a composite of the material names and the CDmaterials QC command, meaning if the path is already baked in the material names - as it seems to be here - we'd end up with a bunch of nested folders) and we don't know what parts of the model they're assigned to. Maybe your friend can send you the project file?

I suppose a screenshot of what the model currently looks like in SFM could help, too.

Originally posted by TSGEvans:
I'm having the same strange lighting issue to a lesser extent with some civil protection textures.
"Civil protection textures"? What's that?


I’ll try to get the project file over soon.at least for the “skypop_Plane” model.


The “civil protection textures” are just the police from half life. I have custom textures for those I need to fix as well.

Is there any other form of contact I can get you by? Discord perhaps?
Last edited by TSGEvans; Oct 2, 2021 @ 11:19am
TSGEvans Oct 9, 2021 @ 2:16am 
Originally posted by R234:
Yeah, at this point we really need to see what the model looks like in a modelling program. We don't know what the materials are called (this is important because the path used by Source is a composite of the material names and the CDmaterials QC command, meaning if the path is already baked in the material names - as it seems to be here - we'd end up with a bunch of nested folders) and we don't know what parts of the model they're assigned to. Maybe your friend can send you the project file?

I suppose a screenshot of what the model currently looks like in SFM could help, too.

Originally posted by TSGEvans:
I'm having the same strange lighting issue to a lesser extent with some civil protection textures.
"Civil protection textures"? What's that?

I have a link here of what the models look like.

The textured and bright one on the left is using the override option in SFM. the one on the left is how it is naturally.


in blender, its all fully textured and lighting looks to be just fine as well.
R234 Oct 9, 2021 @ 1:49pm 
I think you forgot the actual link.
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Date Posted: Sep 27, 2021 @ 8:58pm
Posts: 22