#GMOD Propper finished prop is missing textures.

204 messages · Page 1 of 1 (latest)

unborn copper
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I am using propper gmod and in this image the finished mdl prop static is missing its texture, this is happening because this texture is from CSS, but you should know that I have the CSS texture mounted as files onto gmod's gamefiles, and not allocated to be taken from the CSS gamefile, which doesn't make sense why the textures are not found by propper.

BTW, on other models, that CSS texture was working fine and appearing, now it is not when used alone, Why is this happening and how do I solve this?

unborn copper
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Pending issue, not solved

modern totem
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did you set a material folder for propper to put a .vmt in it ? check if the .vmt is in that folder

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also the vmt would reference the materials/models folder of gmod not css so it might not be finding the .vtf if it can still fine the vmt

unborn copper
modern totem
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post image of the propper_model settings

unborn copper
unborn copper
modern totem
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yeah but gmod would search its materials folder not css the path in the vmt would be models/my_prop not css/materials/models/***

unborn copper
modern totem
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this is where the vmt should be check its there

unborn copper
modern totem
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in the material folder, in the path you set in propper settings

unborn copper
modern totem
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yeah in the image you just posted

unborn copper
modern totem
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yeah

unborn copper
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I will try to copy them to that folderpath and see what happens

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but thank you for answering this help thread, i hope it get solved, you specifically have answered all my help threads for over 2 years

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and it always used to get solved

modern totem
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🙂

unborn copper
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okay i have pasted them in the folder, time to complile

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it didn't work

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still missing textures

modern totem
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post the vmt here

unborn copper
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it was appearing just fine with another model

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but this model uses only this texture

modern totem
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is that the right vmt that using lightmappedgeneric shader models use vertexlitgeneric shder

unborn copper
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this texture is a common css brush texture

modern totem
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if the model in hammer is still pink/ black chequers then its not that material

unborn copper
modern totem
modern totem
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1 min

unborn copper
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Oh my god bro, I am stupid

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wait come back

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It is completely not the right texture

modern totem
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?

unborn copper
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I copied the wrong texture

modern totem
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ok

unborn copper
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the funny

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Okay seriously, i will locate the correct one and place it in and compile

unborn copper
modern totem
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🙂

unborn copper
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it still didn't work

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i even tried deleting the model from the folder itself and recompiling it

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wait wait wait 'Tat, so here's the thing, that texture has the exact same vmt in several place in my gmod file

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so it is taking it from one of them

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i have like 8 of this vmt for some reason scattered around my props and materials areas

modern totem
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yeah you have conflicts with those extra vmt's i'd delete them and try again

unborn copper
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inside that props folder i found, there were folders with the name of all my propper made props, with their vmt files in usage

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so what i did is like what Alexscott said in his video, you gotta make it yourself, even thought most of the time it does it for you

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so what happened? IT WORKED

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but the thing is, why wasn't it generating one for me?

modern totem
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not sure :/

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maybe you have to use a manually added folder for the material and not rely on the default propper settings

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i think with the default settings of propper put the material in models/ prop/$vmf so the vmt in models/prop/the name of the vmf map file

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not models/prop/ what the model name is

unborn copper
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and what is the full path starting from C or D till the end, that i gotta put the vmt in

modern totem
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so not doing default setting you could do something like this

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then your model would be put in GarrysMod\garrysmod\models\taz_mdl

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and the vmt in GarrysMod\garrysmod\materials\models\taz_mdl\cs_italy not sure why propper made a cs_italy folder

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and inside the vmt it'll look like

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again not sure why propper made the cs_italy folder :/

unborn copper
modern totem
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yeah

unborn copper
# modern totem yeah

i was always told or under the impression to name the material path the same name of the model

modern totem
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taz_mdl is a folder i made to store my models

unborn copper
unborn copper
modern totem
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you can name the materials folder the same as the model but if you do a custom folder like mine taz_mdl you could also have your vmt's put in a materials custom folder

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so materials/models/taz_mdl

unborn copper
unborn copper
modern totem
unborn copper
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instead of having to go to that prop-named one i found or make it to begin with then add it

unborn copper
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for some reason they made it cyan

modern totem
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yeah this is H++ propper set up options

unborn copper
modern totem
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totally different from the default hammers why of making a propper model

unborn copper
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There is another prop with another issue, i dont know whether it is simpler or not actually, but its not making any collisions for it

modern totem
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you could have a collision model thats to complex and its not making it

unborn copper
unborn copper
modern totem
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what i do in this case is copy that brush and make another model but in nodraw texture then use the nodraw textured brush as the collision model

unborn copper
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you mean to discard my func brush altogether, copy a fresh version of the brushwork, tie it to func brush again but instead, texture it with nodraw?

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if it is nodraw will that grant collisions?

modern totem
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i'll do a quick test map for you to look at

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ok so i make one wall with these settings

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then the nodraw wall withthese setting

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drag the nodrawwall over the the stone textured one

modern totem
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and then when you choose it as a model the phys model i made is an error because of the nodraw texture but the wall with the phys model has a collision mesh now

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🙂

unborn copper
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@modern totem I'm back at work on this project, also you've been helping me on it since 2022 btw

unborn copper
modern totem
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i a moderator now for this chan too

unborn copper
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big congrats, honestly good idea, 2 years of help on 1 map letalone others

modern totem
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whats the .qc like for the model

unborn copper
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let me check render it and check it crowbar for you

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Yes taz, it did generate 2 mdls, the col one which is just for sake of the cols to be used with the fully textured one

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problem is

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look at the collisions on the regular modeled one

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yes it is creating a bow arch for some reason

unborn copper
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this is the textured model's qc

modern totem
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can you update to gmod to 64bit beta

unborn copper
modern totem
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if you can there a didicated hammer plusplus for it with propper++ and this is the model i made using propper ++

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in tools

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propper++

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these are the settings i used

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go for the

unborn copper
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I just switched the game to 86-64x, should i run it once to download the files?

modern totem
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yeah run gmod then launch the default hammer ,, then install and load hammer plus plus

unborn copper
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got it, will read messages above in a min

modern totem
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h++ goes in

modern totem
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yeah its been updated to

unborn copper
modern totem
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yeah

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you don't have to set it up just use propper++

unborn copper
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Holy smokes hammer ++ is fast and smooth

unborn copper
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but now, how is the process different in hammer++? why do we use the propper ++ tab? is this how we render them? no more using presets in Run?

modern totem
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once you filled out the options click

unborn copper
modern totem
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then you can delete the brush work you made and put a prop_static or physics/dynamic which ever you want

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propper++ menu

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the propper++ model is on the right

unborn copper
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@modern totem smart edit is disabled in hammer plus plus, essentially everything is appearing like it's Quake Trenchbroom, for example: targetname for Target Entity

modern totem
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what entity did you make

unborn copper
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nothing, just viewing entities

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viewing func_brush and propper model

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only propper model for now

modern totem
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hmm strange it shouldn't be disabled

unborn copper
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is it an fgd issue?

modern totem
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might be

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your back to using the old propper not propper++ are you

unborn copper
modern totem
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ok

unborn copper
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waittttt.

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I just checked something

modern totem
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so if you want to remake old propper models using propper++ right the entity and move back to world so it becomes normal brushes again ..

unborn copper
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hammer ++ does not understand them

modern totem
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what might have happened when you installed h++ and propper++ it overwrote the original propper.fgd causing the issue you got

unborn copper
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propper_model was simply an unrecognizeable entity to hammer++

modern totem
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no h++ would have built in settings for the fgd

unborn copper
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I didn't bring it from old hammer

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or does hammer ++ have support for default propper models

modern totem
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you might beable to get h++ to recongise propper_model if you do set up the propper.fgd but that could cuase more unwanted issues

unborn copper
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But with that in mind

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do you recommend me to start a new asset lib map for hammer ++?

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or should i keep using my current one which started with hammer?

modern totem
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what ever is easier for you, you could make a seperate one with new propper models as you make them

unborn copper
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I would like to do that

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so now, i got 2 brushworks, the arch one you were helping me with for months now, i have the textured one and the nodraw one, how to propper +++

unborn copper
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I think I figured it all out, based on your previous instructions, and i created my first model, however, after build and compile it is essentially converting my original brushwork also into the new model, i don't know why

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i can't see it as brushwork anymore

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nvmd I saw what create entity after compile is.

unborn copper
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Guess what Taz, after 4 months, we did it, finally

unborn copper
modern totem
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you don't need to do the nodraw brush with propper++ it does the correct collision model when you compile it

unborn copper
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See how amazing this end result was, this thread has been active since March of this year i believe?

unborn copper
# modern totem teah

I am really interested to see some of your work actually, have known you for 3 years now and I never checked.

modern totem
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i did work on a gmod naruto map but that got canceled ,, atm the moment i'm helping out on gmod RP city map, i don't have images of that it to be kept secret until release

unborn copper
unborn copper
unborn copper
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Yo taz, got more simpler troubleshoots coming up this weekend

modern totem
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ok

unborn copper
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@modern totem Guess who figured out how to specify custom collision, other than $self in propper ++ on their own?

modern totem
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🙂

unborn copper
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and guess who made this custom and difficult prop to make (in the past and the old propper theory)

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It would be a digital crime not mention you on the credits of my map once it's released, it's been 3 years of help

modern totem
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😁

unborn copper
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yo Taz, guess who saved over 1200 faces on the map? and about 600 or 450 solids?

unborn copper
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add to that 258 more solids meaning about 600 more faces

unborn copper
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Yo Taz does propper ++ allow for props to be turned into props? i have about 100 hl2 metal fences, what i want to do is to make maybe 30 of them one prop. do you get me? is that possible in any way?