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Everything posted by Anduriel

  1. If you're getting this error then it usually means that there's a problem with your collision model. There are a few traps you can walk into. Most important is that your model has to be convex and you have to smooth the parts of your collision mesh one by one. I'll try to give you a start here. Let's say this is your model: This is a concave shape. For your collision model, you have to split it in multiple convex parts. You can do this in multiple ways. For example select the respective faces in edit mode, press "P", which will open the "Separate" menu and click on "Selection". I'm also pretty sure that your separated parts must not miss any faces or the error will still occur. So you go into edit mode again and select the edges which would build up the missing face. Press "F" to fill the hole. Antoher way would be that you just recreate the meshes from scratch. So you want your model to be split like this: This example collision model consists of three individual parts. Every single one of these three meshes is convex, which is important for you collision to be accurate. Now you have to apply smooth shading on these parts one by one. You simply do this by selecting one mesh, right click and choose "Shade Smooth". Now your collision mesh should be set up correctly. I think you can then just join these meshes again for exporting. After the export you can Ctrl+Z to go back to the state where they aren't joined. Hopefully this will help you at least a little bit. You may run into additional problems. For example the error message will continue to be there if you have bad geometry like duplicated vertices in one of your meshes. Also your collision model must not include cloned meshes. If you need additional help, then just come back to this thread
  2. 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!
  3. 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.
  4. 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
  5. 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.
  6. 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.
  7. 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.
  8. 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 qc file. Anyhow there should be an error when you compile your map which states why the prop isn't shown in-game. There should be a ".log" file in the folder where the ".vmf" of your map is located (usually it's Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps) with the same name as your map. That's the compile log. You can open it with any text editor. Check it for errors referring to your model.
  9. 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.
  10. 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've got a separate idle animation, do you? So you can adjust $sequence to the orignal name of the model. The same applies to $collisionmodel, except you created a separate collision model. Place the files in the normal folders of the game as described above and then try this version of your qc file: $modelname "pipe_test.mdl" (you may have to adjust that if you're using a subfolder) $body "Pipe" "Pipe.smd" $staticprop $surfaceprop " PipeUV_textured" (or whatever the name of your VMT is) $cdmaterials "\models\Pipes" $sequence idle "pipe_test.smd" $collisionmodel "pipe_test.smd" { $concave }
  11. 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.
  12. 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" }
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. Overall pretty map
  18. Anduriel

    [CSGO] de_ruby

    Great map, especially the visuals. Good work as always
  19. I'm finally back working on my de_losttemple remake. Got more references and better ideas for the visuals now. Here's a quick WIP with placeholder textures and bad lighting
  20. Anduriel

    [WIP] de_splash

    Unfortunately we can't submit our map, because we are far from finished. Still it was nice to take part in the contest, for example it made me learn blender finally, so I can make some simple props and get them in the game. We absolutely want to finish this map and plan to release it early next year.
  21. I have to get back to this thread because I'm running into more problems. What I want is an UV like this: The UV islands represent their relative scale which results in evenly spread detail across the model. What I get when I unwrap is something like this: In this case I added a seam to the bottom of the model, this just serves the demonstration of the issue. The closer a face is to the seam, the larger it's UV island becomes. For the upper part of the rock Blender just generated really tiny faces. This obviously results in a totally blurry texture. When I add a seam across the middle then I get roughly right scaled UV islands. But this divides the UV in two parts and results in an ugly visible seam across the model. I would have to paint over it. But maybe there is a better solution and someone can tell me what the cause of this behavior is. Btw I already went in object mode and hit Ctrl+A to "Apply Rotation & Scale", so this can't be the issue.
  22. Anduriel

    [WIP] de_splash

    We are happy about the additional month. Maybe we can get the map in an acceptable state. Progress was too slow lately, but now I'm back on it and highly motivated Still there's much to do. Anyway here's a recent WIP screenshot of the area I worked on recently. I'm also working on multiple models an hope I can show some of them soon.
  23. Thanks for the reminder Also I never noticed the seams on Valve models. All those errors in the details players fail to see... I will try it with a normal unwrap. By the way: Why is the UV unwrap on your picture larger than the texture. Any reason for that? Originally I thought I could just use a "normal" texture which is used on brushes and get it applied randomly on the model so I don't have to worry about the seams.
  24. So I watched that tutorial and it looks amazing what this guy does, but it's hard to follow at some points. I don't know if I can reproduce that with my low skills Anyway thanks for the help Radix, I think I understand it now. What I need to do is cutting the UV in two halves and then just use blenders built-in texture paint to edit my diffuse map until I got rid of all visible seams. I will try that.
  25. Hi there, while I know what UV mapping is and how to unwrap objects in Blender, I still have a beginner question. How do I create a square UV map for a seamless texture? I want to to texture the two rocks in the attached picture with a seamless texture because I think this would be the best solution, right? Each rock has 320 faces, but I don't know how I can tell Blender to just use a square UV map and not a complicated unwrapped pattern.
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