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PaK-RaT

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  1. The needles aren't showing the backfaces. I thought the nocull command would take care of that for me. -Am I missing something? -Do I have to do something in the modling app aswell? I use 3dmax. Thx, -R
  2. thx for all yoiur help guys, I finnally got my model in-game. WE should release our maps soon. probably 1.5 months. My final problem was the export plugin, putting 'null' as my texture map, i edited the .smd files in notepad. -R
  3. I finnally got a chance to try and fix my problems regarding this import today. I'm kinda new to the steam sdk and didnt trun off the auto updater, and it updated all my files. Now my entire sourcesdk file structure has been changed and the studiomdl points files to a new location. The problem is the help files on valve-erc reference docs have a completely different file sturcture than the ones in the new update. bin\studiomdl cstrike_sample_content\model_sources\cactus_01.qc is no longer a valid path. My new command path seems like iot should be: bin\studiomdl sourcesdk_content\cstrike\modelsrc\cactus_01.qc but my *new* error message says: Error opening C:\games\steam\steamapps\russimama\sourcesdk\sourcesdk_content\cst rike\modelsrc\cactus_01.qc It's starting its search at the sourcesdk directory but my files are no longer there. How can I get this studiomdl to search for my QC where it is?
  4. Raven has a history of expanding id's tech and toolsets. Let's not be narrowminded eh? After working with the Doom3 tech expansion for the better part of 4 months I'll tell ya that it's asset pipeline is 'way' more efficient, way cleaner, and the lighting system is so much simpler than what Source is 'right now'. Not to take away from the power of the Source, as I've been learning it for the last 2 weeks and it's very powerful, but it's simply not as robust, and it certainly has a much clunkier asset pipeline than doom3. Doom3 needs one text file to control 1 asset, 1 lighting system for all geometry. Doom3 gives me less variables between my concepts and my final product, and a prettier final product at that imo. I haven't seen what Raven has in store, but I'm already sold. -R Threewave Software
  5. I made a new thread for my questions as i didn't notice this until it was too late. http://www.mapcore.net/forums/viewtopic.php?t=1913 I noticed one of the insurgency guys had the same problem and said his QC file was in the wrong directory, but I double checked that and it still is broken. Perhaps you can help me? Shall i repost my troubles here? -R
  6. I am having trouble getting this model's texture to apply in source: VMT file location: C:\Steam\SteamApps\russimama\counter-strike source\cstrike\materials\maps\de_waste\test\ VMT file: QC file location: C:\Steam\SteamApps\russimama\sourcesdk\cstrike_sample_content\model_sources\de_waste\test\cactus_01.qc QC file Texture location: C:\Steam\SteamApps\russimama\counter-strike source\cstrike\materials\maps\de_waste\test Model location: C:\Steam\SteamApps\russimama\counter-strike source\cstrike\models\de_waste\test Model folder contents Materials location: C:\Steam\SteamApps\russimama\counter-strike source\cstrike\materials\maps\de_waste\test\ Materials folder contents: I guess that's all the info needed right? Any help would be greaty appreciated -R
  7. ooooh featured artist cuz yer at ubisoft now huh klein. Hey guys, he's a big softy, dont let the big pretty logo intimidate y'all (whaddya want from me eh? this is what firiends are for *wink*) -R
  8. What game/engine is NS? -R
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