Problem with studiomdl (compiler)
Genie
06-13-2003, 11:50 AM
Ok I've finshed my skin for the un-skinned garand thread, I got transparency to work (finnaly) and I poped it in-game. Transparency works, yay, but the metal bolt texture looks all blotchy, as if a 3-year old did the skin. Studio mdl apparently messes up the placment of the skin. Also, you notice in HLMV (not so much the game because the lighting is darker in the game) what appears to be a dent on the right side of the gun, an optical allusion caused by the misalinged textures.
I feel as If all of my hard work today, making my first complete skin, was in vain.
Any way to fix these two problems?
(I'll post pics in a few minutes)
MaRzY
06-13-2003, 11:56 AM
Open up your model in milkshape and press ctrl+a then ctrl+t then just move the mesh/meshes into place again, also use the $cliptotextures command in your QC file this helps to keep the textures from going blurry IMO.
Genie
06-13-2003, 01:15 PM
Thanks for the help Marzy, but um.... nothing happens...
Dillinger
06-13-2003, 01:32 PM
It's possible that the mesh for the bolt area stretches your skin really bad.
Try making the skin bigger? :confused:
Genie
06-13-2003, 01:37 PM
I can't make it bigger, I'm working on the "unskinned garand" model. The one made for "Shores of Victory". Plus I don't have milkshape right now nor do I want to download because as soon as I do and the trial expiers, Marksman will come out w/ his next set of sleeves for us to enjoy. or somthing like that.
If Markman's sleeves are really comming out soon then I'm sorry I mentioned it. I was simply using them as a basis for my post.
I don't think the mesh is stretched because the texture looks fine, it's just off-center.
Trigger
06-13-2003, 02:16 PM
The model had nothing ot do with SoV, it was for Rising Sun, but that's besides the point. You probably are using my newly updated model with the older uv map. Download the file again as I have updated it to include all the proper textures.
You don't even need to decompile the model to change the texture, just import it with hlmv.
Genie
06-13-2003, 04:31 PM
Yeah I know that but I have to decompile to add transparency, unless you allready put that in. I wouldn't know because when I decompile a model, it doesn't copy the line for trans. so I have to manually add it, that's when the texture gets misaligned, when I re-compile.
and yeah I guess it was beside the point, I was wrong.
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Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.