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Assuming everything is placed in the correct folders like you mentioned, the problem probably lies in the material assignment from within blender. Can you open your .smd file with notepad++? Check to see that your material correctly shows up.
It should be a huge file with lines similar to this:
Notice the material name "c_hatchet.tga". Yours will be whatever your .vmt file is called with .tga appended to the end.
Also, in your QC file, make sure to change the last two items line to this:
If you don't see your material name listed in the .smd file, then all you should do is re-export your smd file from Blender making sure to export your model with a material.
{
"$basetexture" "models/weapons/c_items/c_coaled_fury.vtf"
}
You'll be needing a different header:
And make sure your vtf is named c_coaled_fury.vtf and inside the correct folder.
the weapon_bone seems to be on the top tip of the weapon rather than in the middle, where someone would hold it. i suppose i can crack it open in blender again to diagnose this.
Second post: I'm not sure actually. Are we talking about the weapon you just made? I assume that to make it all class you just make it useable by all classes (like the fying pan) and then just mark the corresponding characters on the workshop. Best of luck to you, though... Valve seems to be quite opposed to adding new weapons. All they ever add is hats/miscs now. I really can't wait for them to add official weapon support to the new beta importer.
@Pinch did you have this problem? how did you resolve it?
Thanks