This is way too complicated for anyone with a LIFE that just wants to make maps and models for this outdated game engine from 1883 lol VERY STRESSFUL dealing with Source >:(
There are faster and easier ways of accomplishing what this video is meant to teach. It ended up going long because I tried teaching blender and source at the same time. At the time I just felt that constantly decompiling models does you a disservice in the long run as its harder to understand why things break when you only build half the machine.
It might be an issue with the object transforms in blender. Be sure all the rotation numbers for the mesh and armature are 0 0 0 AND the posed bone is not transformed at export.
@@KalimandoMalivol i don't think it's the transforms, as i've checked them many times now. however, i found an old message in a discord server that said "blender and source disagree on which axis is a bone's 'up' orientation. the smd exporter corrects this when exporting standalone objects, but anything with an armature modifier applied is going to get messed up." I tried removing the armature modifiers from the mesh and collision model and the collision model actually lined up with the mesh. however, this was only in the hammer editor, as when i compiled the map and took a look at it in-game, the model was just sideways instead of upside down. however, i'm not entirely sure what deleting the modifiers may have done. would you mind telling me what exactly they did so i can test to see whether or not they're actually needed?
@@squindigglyjigglybop1300 the blender source tools already account for the different axis being up when it exports. The tool expects the mesh to have the modifier on there when you hit export, otherwise it will export the mesh smd with the incorrect orientation or bone weighting.
If you plan to use the bone it needs to have the vertex group for the bone weighted. As far as blender is concerned when you apply an armature modifier all you are doing is rasterizing any deformation you have done with the armature.
i got somebody to look at my model files, and he confirmed that the armatures were not needed. they are only used for props that have have more than one bone, otherwise they will completely mutilate the orientation of it. The reason why your prop's collision works fine is because your prop is square and you wouldn't be able to tell if it got turned sideways or not. if you're making a more complex object, like a mask, then it will be noticable. same goes for the idle animation, you can completely ditch that and just use the name of your reference file. it'll automatically generate one.
i legit did everything right and even checked the model in the model viewer and it shows that the right vmt was loaded for the model but its invisible, any ideas on that?? i been trying to find a fix for days now
If the model is not rendered at all, (Invis) its usually because the "VertexLitGeneric" is spelled incorrectly at the top of the VMT file. If the shader specified at the top of the VMT cannot be loaded it cant even show textures, so this is one way to discern this is the case. If the VMT is loaded, even with a blank file it should at least be the purple and black checker texture like in the video.
@@KalimandoMalivol alrighty thank you very much and also i changed the vmt from "LightmappedGeneric" to "VertexLitGeneric" and it worked and loaded the texture
This is way too complicated for anyone with a LIFE that just wants to make maps and models for this outdated game engine from 1883 lol VERY STRESSFUL dealing with Source >:(
There are faster and easier ways of accomplishing what this video is meant to teach. It ended up going long because I tried teaching blender and source at the same time.
At the time I just felt that constantly decompiling models does you a disservice in the long run as its harder to understand why things break when you only build half the machine.
A very hands on approach
Nice video 👍
i havent watched it but looking at all the categories this looks like a gold mine
thanks
This is not what i'm looking for but damn i wish this tutorial existed back when i started to do stuff in tf2.
whenever i try to export a prop it appears sideways in hammer and model viewer, and gets flipped completely upside down ingame
It might be an issue with the object transforms in blender. Be sure all the rotation numbers for the mesh and armature are 0 0 0 AND the posed bone is not transformed at export.
@@KalimandoMalivol i don't think it's the transforms, as i've checked them many times now. however, i found an old message in a discord server that said "blender and source disagree on which axis is a bone's 'up' orientation. the smd exporter corrects this when exporting standalone objects, but anything with an armature modifier applied is going to get messed up." I tried removing the armature modifiers from the mesh and collision model and the collision model actually lined up with the mesh. however, this was only in the hammer editor, as when i compiled the map and took a look at it in-game, the model was just sideways instead of upside down. however, i'm not entirely sure what deleting the modifiers may have done. would you mind telling me what exactly they did so i can test to see whether or not they're actually needed?
@@squindigglyjigglybop1300 the blender source tools already account for the different axis being up when it exports. The tool expects the mesh to have the modifier on there when you hit export, otherwise it will export the mesh smd with the incorrect orientation or bone weighting.
If you plan to use the bone it needs to have the vertex group for the bone weighted. As far as blender is concerned when you apply an armature modifier all you are doing is rasterizing any deformation you have done with the armature.
i got somebody to look at my model files, and he confirmed that the armatures were not needed. they are only used for props that have have more than one bone, otherwise they will completely mutilate the orientation of it. The reason why your prop's collision works fine is because your prop is square and you wouldn't be able to tell if it got turned sideways or not. if you're making a more complex object, like a mask, then it will be noticable. same goes for the idle animation, you can completely ditch that and just use the name of your reference file. it'll automatically generate one.
That music made me think this was some kind of weird ass binaural ASMR video at first.
The vid hits different with headphones
Very handy 👍
This video is SERIOUSLY good!
bro this video a gem! i wish for more tuts from you!
i legit did everything right and even checked the model in the model viewer and it shows that the right vmt was loaded for the model but its invisible, any ideas on that?? i been trying to find a fix for days now
If the model is not rendered at all, (Invis) its usually because the "VertexLitGeneric" is spelled incorrectly at the top of the VMT file. If the shader specified at the top of the VMT cannot be loaded it cant even show textures, so this is one way to discern this is the case. If the VMT is loaded, even with a blank file it should at least be the purple and black checker texture like in the video.
@@KalimandoMalivol alrighty thank you very much and also i changed the vmt from "LightmappedGeneric" to "VertexLitGeneric" and it worked and loaded the texture