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Zgłoś problem z tłumaczeniem
Note that if you give the material name an extension, such as texture.bmp, that extension will be ignored and replaced by .vmt when the model is compiled.
Then, the QC command $cdmaterials sets the filepath to be used for the material file. For instance, for my enhanced Sniper Rifle model, I set $cdmaterials to "models\R234\EHsniperrifle", which means the material file has to be in materials\models\R234\EHsniperrifle\EHsniperrifle.vmt. Anywhere else and it won't be found, and the model will be covered in pink and black checkers.
I don't know what you named your material(s), but if you keep your QC code as it is it (they) should be situated in materials\grunty\[name].vmt.
Also note that material files are the only thing models can link to, and they in turn can only link to .vtf texture files. Regular image files such as .tga or .jpg won't work.
Oh, and you can get rid of the collision model section if the model is for SFM, it's not needed.
I'm at least ninety percent sure that you guys wait at the Source Filmmaker discussion page, just waiting for someone to ask for something, haha.
I'll try your help soon. Isn't there some sort of magic way to make physics apply in Source Filmmaker? I've seen people doing stuff, but never actually cared enough to figure out how they did it.
I do sometimes, when I'm bored ;)
Does that mean I'd make a good teacher, I wonder...
The base shape is really just for static props, giving them either a square/rectangular shape, or a sphere shape. But dynamic models like character models end up acting like regular ragdolls.
as an example the tf2 characters, when the rig is applied and the simulation run, will react as ragdolls. Pony models,on the other hand, don't have traditional hitboxes. The V3s will accept the rig, but act wildly and won't fall like a ragdoll, while the VN overhauls won't accept the rig at all.
If you want your model to react to physics you'll need to include hitbox data and probably collision data as well. I'd say study the tf models and learn from them.
I'm by no means a programmer, but .vmt code is relatively simple and straightforward. When in doubt about what a material parametre does or about its syntax, you can usually refer to the Valve Developer Wiki: https://developer.valvesoftware.com/wiki/Vmt
Texture files on the other hand require specialized software to create. My personal favourite process is to create them in GIMP (often with the help of a baked AO texture and UV map reference exported from Blender), and use a .vtf plugin to export them directly as Source-ready textures. You can also use VTFedit to convert standard image files into .vtf's. The only VTFedit feature I personally use however is its ability to turn a greyscale heghtmap image into a Source-usable bump map texture.
$bodygroup "Cutter"
{
studio "Cutter.smd"
}
What is the "bodygroup"? I made it the name of the model file, but previously it had the name of the model it was based on.
In its current state, your bodygroup code is pretty much useless, or rather, it functions just like $model or $body would, with added complexity for no benefit. If however it looked like this:
$bodygroup "Cutter"
{
studio "Cutter.smd"
blank
}
Then the "cutter" part of the model can be removed from the set bodygroup section of an animation set's contextual menu in SFM.
Try using the script on them, see what happens.