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Messages - ZappyzoopyRoboHuxtable

#1
WWMT Questions / Re: Source 2006 mod
August 03, 2014, 07:52:19 AM


Thanks! you guys are awesome.
#2
WWMT Questions / Re: Source 2006 mod
August 03, 2014, 06:23:03 AM
Yeah it turned out to be 7.4, the rest of the default textures in FF are 7.1. I tried setting mine to 7.1, and then 7, but neither worked.

My model is name healthKit, and my textures are "box512texture" and "pizzatexture" while the vmts are named 01_-_Default and 02_-_Default. Is there some sort of a problem there?
#3
WWMT Questions / Re: Source 2006 mod
August 03, 2014, 01:42:35 AM
Aha, yes thank you. Setting it to a materialsrc folder gets the job done. It now compiles model and textures with success.

though, I still for the life of me can not get the textures to show up on the model in game. I'm trying to replace a model:


FortressForever\models\items\healthKit.mdl

which corresponds to:

FortressForever\materials\models\items\Healthkit_blue.vmt
FortressForever\materials\models\items\Healthkit_blue.vtf

I set the model path to items, and the material path to models\items, and have deleted all the original content.

Everything seems to be in place but the model comes up with a checker board in game.

Sorry for being overly needy, this is my first foray into modeling.
#4
WWMT Questions / Re: Source 2006 mod
August 02, 2014, 10:37:07 PM
Quote from: wallworm on August 02, 2014, 09:51:10 PM
I'd first try just studiomdl.exe and vtex.exe . Those are the only ones you need for models specifically. If you start mapping in Max and the mapping compiler fails, you'll also want to copy vbsp.exe, vvis.exe and vrad.exe .

I'm not likely to even contemplate mapping exclusively in max for a very long time.

I've reinstalled sdk and seem to have it and the compiler working. I haven't tried to compile a map yet, but have been able to use the model viewer. For now I just plan on keeping two copies of my bin, and rename them according to which one I need at the time.

I have managed to get my item in game, the only problem is that WWMT tells me it has trouble configuring the paths for just the vtf. VMT and mdl compile fine. I suppose I have a missing/missplaced folder somewhere.

Edit: Actually I have no idea why it does that. It says "problem figuring out outputdir for  (x86)\Steam\steamapps\sourcemods\FortressForever\materials\Map _1" This is a two piece model with two textures.
#5
WWMT Questions / Re: Source 2006 mod
August 02, 2014, 08:04:35 PM
Update:

I did manage to get a model to compile. I ended up copying the bin from common\Source SDK Base 2013 Multiplayer and dumped that into username\sourcesdk\bin\ep1\bin.

Although it did have the expected result of breaking the sdk for FF. So I'll have to see if I can just copy studiomdl or some combination of files while keeping sdk functioning for this 2006 mod. Are there any other tools besides studiomdl I should copy, or do you know of a better way to handle this knowing that it seems to be just the 2006 tools that are broken?
#6
WWMT Questions / Re: Source 2006 mod
August 02, 2014, 04:52:32 PM
No worries, thanks for giving it some consideration. Source 2006 has always been pretty bad, and it was only a matter of time before it got worse. I have one potential solution I can test out, and I'll let you guys know if it works out.
#7
WWMT Questions / Re: Source 2006 mod
August 02, 2014, 06:33:00 AM
The game in question is Fortress Forever and is in fact quite old now. I'm not on the development team, just a community member. There was the intention of porting to the 2013 sdk, but last I checked no one is working on that prospect any more. The dev team had dwindled down to about 2 members, and the last one who actually did much has either burnt out or moved on with his interests or life. Understandably so.

Regardless it's the only game I really enjoy and I love to create content for it. I've mostly been into mapping but in the past few days I've learned enough about gimp and 3ds max to whip up this silly thing:



A community request for the replacement of a long lost custom "medkit" model. Hoping to move slowly into mapping props and view models.
#8
WWMT Questions / Re: Source 2006 mod
August 01, 2014, 09:36:13 AM
Steam is running. I have run SDK for this mod since. I've played around with using the bin in the mods directory and the sdk\bin\ep1\bin. I don't think I had to restructure anything for SDK or the mod since the steam pipe update. I do remember SDK wouldn't launch for a day or so, but I believe an update fixed it.


EDIT: After the steam pipe update broke SDK I got it to work again by copy and pasting steam.dll into <username>\sourcesdk\bin\ep1\bin
#9
WWMT Questions / Source 2006 mod
August 01, 2014, 08:24:38 AM
I'm trying to create a model for a mod running on 2006 sdk base.

I'm continually getting an error of "can't find steam user app info". I've changed the paths to just about every combination of existing folders in my mod and sdk directory, even mix-matching and trying all sorts of crazy things.

Though I do get that error, I have managed to get it to spit out a vmt file, a qc file, an smd file, and a batch file.

Please let me know any further information I can provide.
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