![]() This if for cubemap reflections, you can use auto generated cubemaps with the Use cubemap checkbox or specify your own custom cubemap in the Reflection: line. Seamless scale doesn't work with normal maps, only ssbump. Here you can add a lightwarp texture, control reflectivity of the material or use seamless scale for displacements. ![]() Blend tint by base alpha uses diffuse alpha channel as color tint mask (works only on models in CS:GO). Color is for LightmappedGeneric and color 2 for VertexLitGeneric. Default detail blend mode is similar to overlay, meaning neutral gray has no effect. Note that non-uniform scale is not implemented yet. Should be pretty self explanatory, adds a detail texture over the whole material, scales higher than 1 mean smaller than diffuse and lower than 1 mean larger than diffuse. Check Decal if you plan to use the material as decal or overlay. Additive doesn't need an alpha channel, black is see through and white is solid (like Photoshop). You can control the cutoff point with threshold. Transparency is smooth but has sorting issues that alpha test solves, but has hard edges - used for foliage and such. Opacity controls the overall opacity of material, transparent and alpha test use diffuse alpha channel. Top-to-bottom these groups are: Transparency, Detail, Color, Other, Reflection, Self Illumination, Specular and Misc. menu item, or you can add any missing parameters under the Additional parameters tab. This is the toolbar that contains shortcuts for the most used parameter groups, I use only these in 95% of cases. Most of the time this would be either LightmappedGeneric for brush textures and decals, WorldVertexTransition for displacement blend materials or VertexLitGeneric for model materials. Here you select the shader, depending on the use of your material. $collisionmodel "pumpkin1.Here's a quick explanation for some of the parameters: QC file: $modelname Varmints_Models/pumpkin1.mdl STUDIOMDL.BAT file: "C:\Program Files (x86)\Steam\SteamApps\common\Garrys Mod\bin\studiomdl" -nop4 -game "C:\Program Files (x86)\Steam\SteamApps\common\Garrys Mod\Gmod" %1 Losing my mind since yet another attempt did not work out.Opening hammer or hlmv tool and check if the texture is applied.Create a VMT File refering to the VTF file and put them inside a subfolder in the materials folder.Open the png in VTF-Editor and save as VTF.creating the QC-File and moving both onto the Studiomdl.BAT-file to create the model for Blender.Exporting it via the Source Tool plugin.Apparently when some things have a _ in their name the texture also just stays blank and when I remove it it starts working again for the texture alone.ĭo we have anyone here who could please please show me how this works or tell me what the steps are. I'm slowly losing my mind over this since I have tried so many things. Next I also tried using the hlmv tool to check on the model but all I guess is the pink and black checker texture and the message that the texture cannot be found. Put it in a folder and then all I have is a texture I can apply to my blocks, but it's not attached to the model like it is with all the other things. I saved the texture file as png, used VTF-Editor or viewer and turned the png into a vtf file. Even if I follow all his steps step-by-step, I just cannot get the texture over. Sadly I only get the model out since he does not explain anything on how to get that texture over. I followed the instructions of this video So far I managed to make models and to have them in there but I am struggling a lot to figure out on how to actually put on the texture. I'm desperatly trying to figure out on how to export a 3D Model with it's texture into the Hammer Map Editor (Source SDK) for Garry's Mod.
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