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Aug 27 2009, 09:10 AM
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#21
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![]() Super Member ![]() ![]() ![]() ![]() Group: Developers Posts: 1,920 Joined: 11-April 08 From: Santiago, Chile Member No.: 4 |
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Aug 28 2009, 05:06 PM
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#22
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Member ![]() ![]() Group: Members Posts: 292 Joined: 24-July 09 From: Zenozoik Member No.: 750 |
A HL2 NPC in Zeno Clash?
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Aug 28 2009, 07:01 PM
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#23
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![]() Advanced Member ![]() ![]() ![]() Group: Moderator Posts: 528 Joined: 20-March 09 From: Australia Member No.: 283 |
Just the model.
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Aug 29 2009, 04:51 AM
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#24
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Member ![]() ![]() Group: Members Posts: 292 Joined: 24-July 09 From: Zenozoik Member No.: 750 |
Ok, this means we coudl create bosses for our own maps
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Aug 29 2009, 07:32 AM
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#25
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![]() Advanced Member ![]() ![]() ![]() Group: Members Posts: 688 Joined: 18-July 09 From: UK Member No.: 739 |
Something like the scanners would be cool.
-------------------- Zeno Clash 2!
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Sep 21 2010, 10:22 AM
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#26
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![]() Newbie ![]() Group: Members Posts: 35 Joined: 30-November 09 From: Germany Member No.: 1,027 |
I've got a question about the model materials. Is there anything fancy that needs to be done when compiling models for ZC or is there something else, I've overlooked?
I want to compile a prop_static model and this is my *.qc file: CODE $modelname "test_model\test1.mdl" $body mybody "test1.smd" $staticprop $surfaceprop combine_metal $cdmaterials "models\world\test_model\" $sequence idle "test1.smd" loop fps 15 $collisionmodel "test1.smd" { $concave } Compiling this model works and I can see it in Hammer and ingame. Only the material isn't showing up. The dev console ingame says, it can't find the texture, but the correct named vtf file is exactly in the materials folder "models\world\test_model\". First I thought that my vtf file might be broken, but even if I try some existing material, the game can't find it. CODE test_model\test1.mdl : material "models/world/test_model/test_material" not found.
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Sep 21 2010, 12:04 PM
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#27
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![]() Super Member ![]() ![]() ![]() ![]() Group: Developers Posts: 1,920 Joined: 11-April 08 From: Santiago, Chile Member No.: 4 |
This is the .qc of a simple model (just a rock).
CODE $modelname world/plains/rock1.mdl $staticprop $cdmaterials models\world $scale 1.0 $body studio "rock1.smd" $sequence idle "reference_anim.smd" fps 1 $collisionmodel "rock1_phys.smd" { $Mass 100 $concave } And this is the .vmt CODE "VertexLitGeneric" { "$allowLightmaps" "1" "$detailblendmode" "12" "$baseTexture" "models\world/rock1" "$bumpmap" "models\world/rock1_local" "$model" 1 } The two first lines (after vertexlitgeneric) are for the pre-rendered lightmaps that are assigned in hammer, so you shouldn't really need those. Are you sure your .vmt is ok? BTW; how is your project going on? |
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Sep 21 2010, 07:09 PM
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#28
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![]() Newbie ![]() Group: Members Posts: 35 Joined: 30-November 09 From: Germany Member No.: 1,027 |
Ah, thanks. Now it works!
I've scrapped the plans for my project a bit down. Even though it wasn't even that big in the first place, it seems like it was a bit too big for my skills with the source engine. For even the most simple things (well, I'll guess they are simple), I've needed at least one hour of work and trying. In the moment, I am working on the easier maps of it and hope, that everything will work out good. I've made some screenshots of a pretty desolated desert: It's still work in progress, but I'll guess the general direction is already visible. |
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Sep 22 2010, 09:57 AM
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#29
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![]() Super Member ![]() ![]() ![]() ![]() Group: Developers Posts: 1,920 Joined: 11-April 08 From: Santiago, Chile Member No.: 4 |
Great!
Can't see the images BTW (broken links) |
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Sep 22 2010, 02:33 PM
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#30
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![]() Newbie ![]() Group: Members Posts: 35 Joined: 30-November 09 From: Germany Member No.: 1,027 |
Aw damn imagehoster. I've re-uploaded it to some other hoster.
Btw. I've decompiled various of the original ZC maps and damn, must have been a shitload of work. Nearly everything of most of the maps are out of 3d models. Now I can understand how much it sucks, if the lightning in a map changed and all shadows and stuff for every object has to be adjusted to that. :> |
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Sep 23 2010, 09:58 AM
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#31
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![]() Super Member ![]() ![]() ![]() ![]() Group: Developers Posts: 1,920 Joined: 11-April 08 From: Santiago, Chile Member No.: 4 |
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