Source Filmmaker

Source Filmmaker

Quick help with skins/texture groups!
I've made the materials I want to use for different skins, what do I need to put in the qc of vmt to make SFM see the other skins?

$texturegroup or something right?

Could someone give me an example and help me out? I've read the documentation I just need an example with a practical explanation.

Thanks!
Last edited by ConfederateJoe; Mar 11, 2015 @ 8:35am
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Zappy Mar 11, 2015 @ 8:35am 
Help you out? https://developer.valvesoftware.com/wiki/$texturegroup Give an example? (Steam broke the formatting.)

$TextureGroup SkinFamilies {
{ EyeBallL EyeBallR Body Hair Tail Teeth Tongue }
{ EyeBallLM EyeBallRM Body Hair Tail Teeth Tongue }
{ EyeBallLS EyeBallRS Body Hair Tail Teeth Tongue }
{ Invis Invis Body Hair Tail Teeth Tongue }
{ EyeBallL Invis Invis Invis Invis Invis Invis }
{ EyeBallLM Invis Invis Invis Invis Invis Invis }
{ EyeBallLS Invis Invis Invis Invis Invis Invis }
{ Invis EyeBallR Invis Invis Invis Invis Invis }
{ Invis EyeBallRM Invis Invis Invis Invis Invis }
{ Invis EyeBallRS Invis Invis Invis Invis Invis }
}
Last edited by Zappy; Mar 11, 2015 @ 8:36am
ConfederateJoe Mar 11, 2015 @ 8:37am 
Originally posted by Vintage:
Help you out? https://developer.valvesoftware.com/wiki/$texturegroup Give an example? (Steam broke the formatting.)

$TextureGroup SkinFamilies {
{ EyeBallL EyeBallR Body Hair Tail Teeth Tongue }
{ EyeBallLM EyeBallRM Body Hair Tail Teeth Tongue }
{ EyeBallLS EyeBallRS Body Hair Tail Teeth Tongue }
{ Invis Invis Body Hair Tail Teeth Tongue }
{ EyeBallL Invis Invis Invis Invis Invis Invis }
{ EyeBallLM Invis Invis Invis Invis Invis Invis }
{ EyeBallLS Invis Invis Invis Invis Invis Invis }
{ Invis EyeBallR Invis Invis Invis Invis Invis }
{ Invis EyeBallRM Invis Invis Invis Invis Invis }
{ Invis EyeBallRS Invis Invis Invis Invis Invis }
}

Let me get this straight, does that go in the qc?
Also, I have the eye material, don't I need o let it know that's the material it's switching out?
I'm also having a hard time understanding that example.
ConfederateJoe Mar 11, 2015 @ 8:39am 
Here is what I came up with from what I gathered.

$texturegroup "eyes"
{
{ "eyes red" }
{ "skull eyes white" }
{ "skull eyes red" }
{ "blank eyes" }
}

Each one of those is a material right?
In the qc I'm almost certain.
Last edited by ConfederateJoe; Mar 11, 2015 @ 8:40am
Zappy Mar 11, 2015 @ 8:40am 
Yes, it's for a QC. And example, though formatted correctly thanks to HTML: http://sta.sh/01aqjrpg2cya

The first skin group is the "default" skin, the one StudioMDL uses to find out which materials should be replaced in what order.
Subsequent skins can have material names changed, as long as the order is the same as in the first skin.

Edit: Yes, that snippet you "came up with" should work, provided a material called "eyes red" is in the model.
Last edited by Zappy; Mar 11, 2015 @ 8:40am
ConfederateJoe Mar 11, 2015 @ 8:40am 
Sweet, I'll recompile and see what happens...
Last edited by ConfederateJoe; Mar 11, 2015 @ 8:41am
ConfederateJoe Mar 11, 2015 @ 8:47am 
So with...

$texturegroup "eyes"
{
{ "eyes red" }
{ "skull eyes white" }
{ "skull eyes red" }
{ "blank eyes" }
}

I see 4 skins in SFM but they are all the same, even though the materials are for sure named correctly and use different textures.
Zappy Mar 11, 2015 @ 8:50am 
What does Half-Life Model Viewer say in the VMTs Loaded thing of the Model tab when you load the model?
ConfederateJoe Mar 11, 2015 @ 8:57am 
Originally posted by Vintage:
What does Half-Life Model Viewer say in the VMTs Loaded thing of the Model tab when you load the model?

There was 1 error due to a wrong name so I corrected it and recompiled, checked again and there are no errors. I put it back in SFM but the other skins still do nothing.
Zappy Mar 11, 2015 @ 8:59am 
Alright. What does Half-Life Model Viewer say in the VMTs Loaded thing of the Model tab when you load the model?
ConfederateJoe Mar 11, 2015 @ 9:02am 
Originally posted by Vintage:
Alright. What does Half-Life Model Viewer say in the VMTs Loaded thing of the Model tab when you load the model?

It just lists off all of the loaded VMTs which happen to be all of them.
sonosublime Mar 11, 2015 @ 9:05am 
This is what I put in my main QC:

//MATERIALS:

$cdmaterials "" //start of materials command that gives ref to base folder
$cdmaterials "models/1mymodels/1modeltest/" //points to the material path

$texturegroup "skinfamilies"
{

//skin 1 (id'd in blender, i.e. Blender must have these material channels)
{
"material1"
"material2"
}

//skin 2 (these are not needed in Blender)
{
"material3" //replaces material1
"material4" //replaces material2
}


//add more skins here if needed

/*
materials list:
material1
material2
material3
material4
*/

}
Last edited by sonosublime; Mar 11, 2015 @ 9:07am
ConfederateJoe Mar 11, 2015 @ 9:05am 
cleared the SFM console and put the model's animation set it.
This is everything the console said, some of it is probably not related.

Failed to load models/!
Binding uncached material "potterywheelpanelwireframe", artificially incrementing refcount
Model file 'apocmodels/SonicGenerations/Spring.mdl' and associated vtx files are out of date
Failed to load models/!
CAnimationSetEditor::CreateAnimationSetForModel: model has no facial animation model models/spring trap/spring trap.mdl [spring trap\spring trap.mdl]
QtWarningMsg: QAccessibleWidget::rect: This implementation does not support subelements! (ID 3 unknown for CQTabbedWindowTabBar)
ConfederateJoe Mar 11, 2015 @ 9:08am 
Originally posted by sonosublime:
This is what I put in my main QC:

//MATERIALS:

$cdmaterials "" //start of materials command that gives ref to base folder
$cdmaterials "models/1mymodels/1modeltest/" //points to the material path

$texturegroup "skinfamilies"
{

//skin 1 (id'd in blender, i.e. Blender must have these material channels)
{
"material1"
"material2"
}

//skin 2
{
"material3"
"material4"
}


//add more skins here if needed

/*
materials list:
material1
material2
material3
material4
*/

}

I think I'm writing my qc wrong then.
---
$texturegroup "eyes"
{
{ "eyes red" }
{ "skull eyes white" }
{ "skull eyes red" }
{ "blank eyes" }
}
---

could you rewrite that the right way?

Each of those materials needs to be a different skin, eyes is the default skin.
Zappy Mar 11, 2015 @ 9:09am 
If "eyes" is the default skin, why are you putting "eyes red" as the first skin?
Edit: Also, why won't you tell me what Half-Life Model Viewer says when I ask, trying to help you?
Last edited by Zappy; Mar 11, 2015 @ 9:10am
ConfederateJoe Mar 11, 2015 @ 9:15am 
Originally posted by Vintage:
If "eyes" is the default skin, why are you putting "eyes red" as the first skin?
Edit: Also, why won't you tell me what Half-Life Model Viewer says when I ask, trying to help you?

Not sure if I understand. I'm trying to make 4 skins here with each a different material. aside from the default one...

I did.
"It just lists off all of the loaded VMTs which happen to be all of them."
Last edited by ConfederateJoe; Mar 11, 2015 @ 9:15am
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Date Posted: Mar 11, 2015 @ 8:33am
Posts: 29