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All Discussions > Dota 2 Modeling > Topic Details
Digital Jan 18, 2013 @ 9:02am
Model is purple and black in model viewer...
OK so after following the tutorial I got upto the the point of compiling my hat, I compiled it using the ushanka just like the video, but when I go to view my model in the model viewer it shows up as the ushanka but with a purple and black texture, and when I load up the actual ushanka model, it shows up as the textured ushanka model.

http://i.imgur.com/WfIYn.jpg

How has this happened because I have no clue!

Last edited by Digital; Jan 24, 2013 @ 2:23am
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Showing 1-15 of 16 comments
HellJumper Jan 18, 2013 @ 11:32am 
You most likely didn't export your smd properly and instead exported the default ushanka again.
Digital Jan 18, 2013 @ 12:50pm 
So in blender, just export my model as an smd again, and go from there?
HellJumper Jan 18, 2013 @ 2:55pm 
Make sure you are exporting *your* model from blender.
Digital Jan 19, 2013 @ 5:53am 
it's the only thing in Blender and I export it as an smd, it's not named as ushanka, It's name arrow_head, and the mdl in the heavy folder is also named arrow_head.mdl but shows as the ushanka again!
HellJumper Jan 19, 2013 @ 1:06pm 
I'm 100/5 certain you aren't exporting your smd properly. Delete any existing smds/mdls and re-export. Also, let me see your QC file.
Digital Jan 19, 2013 @ 1:51pm 
Originally posted by HellJumper:
I'm 100/5 certain you aren't exporting your smd properly. Delete any existing smds/mdls and re-export. Also, let me see your QC file.

http://i.imgur.com/tSSff2L.jpg

That's my entire QC.
HellJumper Jan 19, 2013 @ 2:11pm 
Well there's your problem: In your QC you have the $model line pointing to the ushanka smd... Also change your .idle smd.

Change it to this:
$model "body" "Arrow_Head.smd" $sequence idle "Arrow_Head.smd" fps 30.00

Also, get rid of the $hboxset and $hbox lines. Those are not needed and will cause problems if not set up properly.
Digital Jan 20, 2013 @ 7:53am 
Originally posted by HellJumper:
Well there's your problem: In your QC you have the $model line pointing to the ushanka smd... Also change your .idle smd.

Change it to this:
$model "body" "Arrow_Head.smd" $sequence idle "Arrow_Head.smd" fps 30.00

Also, get rid of the $hboxset and $hbox lines. Those are not needed and will cause problems if not set up properly.

Ok done and done, I compiled it in the itemtest thingy. got it into the item test map, But now I'm at what looks like the last hurdle.

From this angle the hat moves about 6ft behind the heavy: http://i.imgur.com/3EhC2qn.jpg

But from this angle it is perfectly in possition: http://i.imgur.com/ypcqiam.jpg

Now I believe I've over stayed my welcome here, and you have been a great help, But this is most likely the last problem I will be facing, I have learned alot from your videos as well as my own messing about with the program.

Any ideas as to why this seems to be happening?
Last edited by Digital; Jan 20, 2013 @ 11:30am
HellJumper Jan 20, 2013 @ 1:08pm 
Wait, did you compile it with GUIstudioMDL? The Itemtest feature in the SDK is broken and shouldn't be used. I don't answer questions about it because of how broken it is. Always compile manually for TF2.

If you did compile manually, the problem lies with your bone. When you exported your model in blender, you might have accidentally moved the bone when exporting. If I were you, I would delete any existing bones in the scene (actually delete everything except your model), re-import a fresh heavy model, assign the correct bones to your model, and re-export/re-compile.
Digital Jan 21, 2013 @ 6:48am 
Originally posted by HellJumper:
Wait, did you compile it with GUIstudioMDL? The Itemtest feature in the SDK is broken and shouldn't be used. I don't answer questions about it because of how broken it is. Always compile manually for TF2.

If you did compile manually, the problem lies with your bone. When you exported your model in blender, you might have accidentally moved the bone when exporting. If I were you, I would delete any existing bones in the scene (actually delete everything except your model), re-import a fresh heavy model, assign the correct bones to your model, and re-export/re-compile.


Right I've done that, and it now works! The texture works, model works, It stays in place, ALL IS GOOD! And It's now in the Workshop!

there was a slight problem with my texture though, with my other model, I think I posted it further up the thread.

http://i.imgur.com/nnBfe.jpg What's caused these black "stitching" It's not part of the texture, or even on the base model, is it something to do with my Ambient Acclusion?
Last edited by Digital; Jan 21, 2013 @ 6:48am
HellJumper Jan 21, 2013 @ 12:01pm 
Those black stiches are inevitable due to how UV unwrapping works. Those areas are where the seams are-- Good modelers learn to put the seams where they can't be seen easily (on the back, on the inside, within another mesh, etc). Another way to reduce the amount of black lines is to slightly increase the margin of your AO bake. In the future, try to put the seams where the viewer doesn't normally see them.

If you look closely, these seams are on every model (there are some TF2 hats that have blaring seams).
Digital Jan 21, 2013 @ 1:42pm 
Originally posted by HellJumper:
Those black stiches are inevitable due to how UV unwrapping works. Those areas are where the seams are-- Good modelers learn to put the seams where they can't be seen easily (on the back, on the inside, within another mesh, etc). Another way to reduce the amount of black lines is to slightly increase the margin of your AO bake. In the future, try to put the seams where the viewer doesn't normally see them.

If you look closely, these seams are on every model (there are some TF2 hats that have blaring seams).

Yeah I actually noticed this because my Bake Margin was set to zero, so I up'd it to about 8 or 9, and the black stitches have gone.

I want to thank you for all the help you have given me, I realise that I must've been abit of dick asking you all these questions, So thank you for keeping your cool and helping me when I need it.
HellJumper Jan 22, 2013 @ 7:44pm 
I help when I can. I'm glad you got it working, and best of luck in your future modeling endeavors.
Digital Jan 23, 2013 @ 4:55am 
Could you recommend a good reference for a Demo hat, everything seems fine in the .qc even compared with my other .qc that works.

This is my Tower.qc

$cd "C:\Users\Harry\Desktop\Demoman\output"
$modelname "player\items\demo\Tower.mdl"
$model "body" "Tower.smd"
$cdmaterials "\models\player\items\demo\Tower.tga"
$surfaceprop "cloth"
$sequence idle "Tower.smd" fps 30.00
$collisionmodel "Tower.smd" {

$mass 5.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}


And I've done two seperate compiles with mdlcompiler and itemtest, but I seem to be getting the same problem as before, my texture is purple and black.
HellJumper Jan 23, 2013 @ 4:01pm 
The $cdmaterials line in the QC is a folder, not a file. You specify the folder, then put your textures (vtf/vmt) in that folder, and because you presumably assigned the texture correctly in Blender, the compiler will already know which texture to look for.

Thus it should be the following:
$cdmaterials "\models\player\items\demo\"

For reference, here was the QC I used when I submitted the Carouser's Capotain 2 years ago:
$cd "C:\Users\ALX\Desktop\Capotain\output" $modelname "player\items\demo\inquisitor.mdl" $model "body" "capotain.smd" $cdmaterials "models\player\items\demo\" $texturegroup skinfamilies { { "witchhunter_red" } { "witchhunter_blue" } } $surfaceprop "cloth" $sequence idle "idle" fps 30.00 $collisionmodel "capotain.smd" { $mass 5.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } $lod 15 { replacemodel "capotain.smd" "capotain_lod.smd" } $lod 25 { replacemodel "capotain.smd" "capotain_lod2.smd" }

Note that the only difference in the texturing is that I have 2 skins ("skinfamilies").
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