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Tool reacted to a post in a topic:
Rebellion: A Star Wars Mod For Insurgency [Early-Development]
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Hey everyone, I ran into a headache trying to port a map from css to insurgency. After loading it into hammer when I try to compile it I get the max_map_brushsides error. I have manually turned thousands of brushes into func detail and the error keeps finding max_map_brushsides everytime no matter what I have been doing. Can someone please offer advice and help me figure out the best way to port this map or fix this error. Thanks!
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​triggered my feelings? your the one who got butt hurt to begin with hahaha! your unreal...
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I didn't ask a single technical question, so why would you say that? Also this has nothing to do with just insurgency, this has to do with the skeleton, bones , collisions and solids which are compiled within the smd's and MDL's of ALL source games. You could have easily reversed your attitude with a simple question of how I did it and been thankful such talent is on this forum. But instead you represent the portion of people here who don't care about learning or helping the community, you just want to act tough and be a voice for something that doesn't matter. Get rekt noob scum.
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I figured it out, its on workshop now. http://steamcommunity.com/sharedfiles/filedetails/?id=459020968 lol so much help from this site....
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I got it working ingame http://images.akamai.steamusercontent.com/ugc/718669237937726778/55D578566E03181A02DB7AA64CF2516099C84DFF/ with textures http://images.akamai.steamusercontent.com/ugc/718669237938162869/F92A0B8EABF17221FAE3DAD3D147D85795D5DF64/ but my problem is the only way I could compile the security_heavy.qc was by deleting all the solid and collision points to prevent an error in the compiling process. Can someone please compile my working version with the proper solids and collision points so the ragdolls will work? Thanks I will give you credit. The error I was getting was bad solid on line 168, if I deleted that it would continue until I deleted everything beneath it. Also i tried to decompile and recompile the default unmodified qc and I still get the error so its not my boonie hat thats causing this. I use crowbar for decompiling and compiling. I tried studioMDL but it doesn't work for me and says i need to fix the config.
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I am new to getting custom models into source games and have a problem I hope you guys can help me figure out. I am trying to get a boonie hat model in the game Insurgency to replace the helmets for a custom mod I am working on but I cannot get the model to show ingame after compiling the qc file but it Does show in the model viewer along with the custom uvwrap and textures I made for it which are a grey material color atm. I will provide the VPK which has all the materials and mdl's in it. I put the boonie hat under the helmet reference file. Thanks if you can help me figure this out, I'm pretty new to this but so close!
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nvm I figured it out. I just used blender and the tools on the valve tuts for it. I export from blender as an .obj and import into c4d.
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I did research on this and found two plugins floating around. One doesn't have any working download link, and the other is only a 30 day trial. There is a good write up of it here, http://www.facepunch.com/showthread.php?931762-Cinema-4d. I was wondering if I can just export from C4D as an .obj and import into something like XSI mod tools and export to smd from there or if there was an easier way. Thanks.
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ok I am an idiot. The whole time I had vegas_01ft misspelled as vegas_01fr watch your r's and t's fellas! This problemo is resolved preview http://images.akamai.steamusercontent.com/ugc/720917455738671532/FFE07F5D0E237F4437E5FF7F0C128563F5525D6E/
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just to make sure I have my directory correct can someone please verify for me? C:Program Files (x86)Steamsteamappscommoninsurgency2insurgencymaterialsSkyboxvegas_01fr.vtf same for vmt and do I have to recompile after each vtf or vmt edit?
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thank you all for the replies, I will give it a try tonight.
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I created a custom skybox for insurgency which leaks everytime. I tried all sorts of exporting methods. my VMT looks like "UnlitGeneric" { "$basetexture" "skybox/vegas_01bk" "$nofog" 1 "$nomip" 1 $ignorez 1 } Other custom skyboxes work on my map. but the ones I create from scratch just show up as a black leak. I get no errors in compiling or ingame console. I spent 8 hours today trying to fix this to no avail. I tried all sorts of different resolutions, compression methods, clamp on or off, mipmaps on or off. I tried different file names and VMT configs and it would not work. Please someone, tell me what I did wrong or how I can create working skybox textures from scratch with GIMP.
