#Only One Layer Of My Prop Will Compile Correctly (Getting No Errors)
1 messages · Page 1 of 1 (latest)
And what you see in the viewer is the same thing you see in game as well
They are
I'll double check
I only have 2 vmt files as well
oh, they're bodygroups, uh change them to seperate models
what would i write?
$model "Torso" "Head.smd"
$model "Arms" "Arm.smd"
$model "Legs" "Leg.smd"
something like that
do i need to do anything else ?
see if it works first i guess
compiling right now
i also think my collision box might be a bit messed up too but ill have to see after this
same thing again
thats with the $model? show the qc
yes
okay wait..
im confused
when i noclip inside of it, i see the rest of the prop but its all... idek how to explain it
looks like it got compressed to one spot, im not sure how rigging in blender works
someone said its probably something to do with vertex sorting order
but idk how id fix that
this is the message im getting in the log
i assume im well above the verts that source supports?
damn even after slashing all of them, it still only shows that part
i have no answer sadly, but i can tell you that your crowbar is outdated, we're at 0.74
also, as a experiment pass me the smd and qc, see if i get the same results
bet
well, i assembled all the parts and assigned them a root bone
does it work now for you?
THANK YOU THANK YOU
you make me want to install 3d max now
and learn that instead..
how did you do the collisions?
after seeing the prop in game, i went to make it bigger but the collisions are no longer the same
i resized the size of the collision mesh to fit the whole printer, i could further adjust it to just below the screen part
how did you make it bigger
For one, yeah. That’s way too many vertices for 4 boxes.
For two, select all objects, apply all transforms on them, and reexport your smd
Keep in mind Source Engine only goes to 16bit float precision for each 3D axis.
Any verts too close together are considered 1 vert
i fixed that, i’m down to little to no verts so i guess the question is how could i make rounded edges without exceeding source’s vert count
by chance could you send a gif on how to do this?
or a couple screenshots
i assume they’re not too close as justan was able to get it working
i sized it in blender but when i exported it (when everything was messed up) it just went to the middle like everything else
so i’m gonna do what noruze suggest & try it again
In moderation.
You can do just fine with 2-3 edge bevels per corner. More if it's a particularly large bevel
Even still, it would be a good idea to have the lower poly version as an LOD mesh, since Source doesn't generate its own LODs
Don't try and use subdivision modeling workflow to game engine assets. It will never work out well
If you do, then you'll need to do this type of analytical fixup every time you make a model.
Which usually amounts to using polygons wisely. Dissolving unused or useless verts, texel sizing...
And rigging. Especially rigging. One of the biggest CPU perf hits in Source second to physics is bones- usually when there's a lot of them in use in the world.
Not to discourage you using them, but you can actually tell the compiler not to use bones in your LOD mesh, when it isn't seen or relevant to someone 50m away.
Few different fps (and tps) budgeting options available.
As an addition the VertexLitGeneric shader is made to smooth vertex normals between the next vertex, while Blender BSDF takes the next 2 vertices with more weight towards the closest one.
Either way (I'm guessing you mean to have a flat surface) a 1-edge bevel shouldn't cause issues, and if it comes down to it you can always mark an edge as sharp, or use weighted normals
I don't fully know the extent of blender workflow myself. Just barely enough to get models exported.
as much as you just informed me on some really good info, i dont really know what all of it means as im new to blender & modeling completely. i want to understand what all of this means & wish i just picked up every detail you said.
i was wanting rounded edges but i think my issue is, is what i had made was also too small of a model
so i need to make it bigger & figure out a way to not need bevel. i saw some other techniques for rounding edges that don't look super fuckery for verts
ill just need to do a lot of testing & etc and learn more about blender
perfect my craft
while using bevel though, and im sure i will be here & there ofc. what would be the best settings for it?
for source to prevent as many verts as possible