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Anduriel last won the day on August 1 2018

Anduriel had the most liked content!

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  1. This is a milestone for me. Finally created my first CS:GO Prop with the help of a lot of tutorials and some nice people on Discord. Thanks!
  2. I also think that HL:A could be an important step towards a potential HL3. Seems like the developers enjoyed working on the franchise again.
  3. Yes, please write a tutorial Swamp is a map that I'm really looking forward to. Your detail work and the assets you create are so good. Keep up the good work! You're also motivating me to get better
  4. Here's another sign of life from my de_losttemple remake. This project got dropped and picked up again a few times and I feel really bad about that. Still I absolutely want to finish it. There's one big step I have yet to take to get closer to that goal, which is learning how to make textures. I will need a good amount of custom content to give it the look I've got in mind. So still a long way to go, but here's at least a WIP screenshot of the A site.
  5. My guess is you have flipped normals. In Blender go into edit mode, select all faces and press Ctrl+N. This will automatically orientate the selected faces and should fix the problem. The reason why you can't go into your pipe is the collision model. As you can see in your compile logs on the first page, the model compiler just creates one convex part. Holes are a bit tricky because they usually get covered and you have to make it clear for the compiler not to do that. Maybe I know a solution, but I have to do some testing first.
  6. Try what @esspho said and remove that "compiled 0.34 " part from your qc file, so your model will be placed in another folder after you compiled it again. The folder name might be the problem. Don't forget to remove the old model files in the "models/compiled 0.34" folder or you'll have two version of your model in hammer.
  7. Also change your $surfaceprop back to something like "metal" or wahtever fits your model. It was wrong what I told you in one of the posts before. And again the question: Do you have separate idle and collision models? Since I don't think so, I'd recommend you use your normal "pipe.smd" for these settings. You may need a separate collision model to avoid weird collisions, but it depends on the shape of your pipe. If that's the case, we can come back to that later. Did you place the model as a prop_static in your map? You can't use prop_physics since you defined it as a static prop in the
  8. You're right and it totally makes sense. In fact I learned that false information from a tutorial and since it didn't cause any major issues with the few models I compiled so far I failed to realize that it was wrong. Nonetheless the problem may be the path to the file locations in the qc file. So I'd recommend moving the VMT and VTF files to the normal "materials" folder used by CS:GO, adjust the paths in the qc file as described above and do another compile.
  9. I think your qc file is the problem. $surfaceprop has to be the name of your texture, which has to be identical with the material name used in Blender. Also $cdmaterials starts at Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials and the same is the case for $modelname which starts at the Steam\steamapps\common\Counter-Strike Global Offensive\csgo\models - I'm not sure how it works with custom directories as you're doing it. You can try to place your files in the /models/ and /materials/models/ folders for now, just to be sure it works. And I don't think you'
  10. Are there any errors while you're compiling the model? You can press the pause button on your keyboard after you dragged the qc file on your studiomdl.bat, but you have to be fast You can check for errors there. Also how does your qc file look like? Maybe you can post it's content here.
  11. Are you working with Blender? Every object which is part of the model you're exporting must have a material assigned which has the same name as your VMT file for the model. And check the content of your VMT file. It should look like this (also look for typos): VertexLitGeneric { $basetexture "models/subfolder/modelname" }
  12. Did you use nodraw on brushes which already had the skybox texture? That's not allowed, skybox brushes need to have the "toolsskybox" texture on all faces.
  13. Sorry I didn't add it: nodraw isn't considered a transparent texture. So it's ok to use nodraw anywhere. What did the "Load Pointfile" show? Focus on the area where the red line exits your map.
  14. Also try Map -> Load Pointfile. It should draw a red line in 3D view from the leaked entity to the void. The point where the line exits your map is the source of your leak. Remember that some types of brushes are not valid as map boundaries. This includes dispalcements, water, func_detail brushes and brushes with a transparent texture on at least one face.
  15. Anduriel

    [WIP] de_splash

    The good news is: This project is not dead. The bad news is: Progress is interrupted again and again. But over the past months I learned a lot about Blender and how to get the models work properly in source. Thanks to @grapen, @Terri and many others who helped me out with all the modeling and exporting issues I had. In the near future I'll try to focus better on making some fitting models to get this map to look like something. I've got ideas for at least some of the areas. But for now, here are screenshots of the CT Spawn in it's current state and some unfinished models.
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