#Only One Layer Of My Prop Will Compile Correctly (Getting No Errors)

1 messages · Page 1 of 1 (latest)

mild goblet
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it might just be the vmt files not being vertexlitgeneric?

solid solar
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And what you see in the viewer is the same thing you see in game as well

solid solar
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I'll double check

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I only have 2 vmt files as well

mild goblet
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oh, they're bodygroups, uh change them to seperate models

solid solar
solid solar
mild goblet
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$model "Torso" "Head.smd"
$model "Arms" "Arm.smd"
$model "Legs" "Leg.smd"

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something like that

solid solar
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do i need to do anything else ?

mild goblet
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see if it works first i guess

solid solar
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compiling right now

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i also think my collision box might be a bit messed up too but ill have to see after this

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same thing again

mild goblet
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thats with the $model? show the qc

solid solar
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yes

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okay wait..

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im confused

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when i noclip inside of it, i see the rest of the prop but its all... idek how to explain it

mild goblet
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looks like it got compressed to one spot, im not sure how rigging in blender works

solid solar
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someone said its probably something to do with vertex sorting order

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but idk how id fix that

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i assume im well above the verts that source supports?

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damn even after slashing all of them, it still only shows that part

mild goblet
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i have no answer sadly, but i can tell you that your crowbar is outdated, we're at 0.74

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also, as a experiment pass me the smd and qc, see if i get the same results

solid solar
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bet

mild goblet
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well, i assembled all the parts and assigned them a root bone

solid solar
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does it work now for you?

mild goblet
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yeah

solid solar
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whaaa

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i wish i knew how to do this in blender

mild goblet
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me too, i only ever know 3ds max...

solid solar
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THANK YOU THANK YOU

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you make me want to install 3d max now

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and learn that instead..

solid solar
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after seeing the prop in game, i went to make it bigger but the collisions are no longer the same

mild goblet
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i resized the size of the collision mesh to fit the whole printer, i could further adjust it to just below the screen part

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how did you make it bigger

ocean thunder
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For two, select all objects, apply all transforms on them, and reexport your smd

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Keep in mind Source Engine only goes to 16bit float precision for each 3D axis.

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Any verts too close together are considered 1 vert

solid solar
solid solar
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or a couple screenshots

solid solar
solid solar
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so i’m gonna do what noruze suggest & try it again

ocean thunder
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You can do just fine with 2-3 edge bevels per corner. More if it's a particularly large bevel

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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

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Don't try and use subdivision modeling workflow to game engine assets. It will never work out well

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If you do, then you'll need to do this type of analytical fixup every time you make a model.

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Which usually amounts to using polygons wisely. Dissolving unused or useless verts, texel sizing...

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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.

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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.

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Few different fps (and tps) budgeting options available.

ocean thunder
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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

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I don't fully know the extent of blender workflow myself. Just barely enough to get models exported.

solid solar
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i was wanting rounded edges but i think my issue is, is what i had made was also too small of a model

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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

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ill just need to do a lot of testing & etc and learn more about blender

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perfect my craft

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while using bevel though, and im sure i will be here & there ofc. what would be the best settings for it?

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for source to prevent as many verts as possible