Ep2 and studio compiler.

Need help Modeling Props and Physical Objects for your Maps.
fug4life
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Ep2 and studio compiler.

Post by fug4life »

Does studio compiler compile ep2 models ok?

I got some missing lod error on the recompile of the Jalopy. I hexed it to decompile I'll see if I can just hex the changes that I want for now.
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Post by Blues »

You may try the studiomdl.exe in your sourcesdk\bin\orangebox\bin\ folder. Usually it works, if not, create a shortcut and add the parameter: -nop4

Or just create a TXT file, rename it to compile.cmd and copy paste the following into it:

Code: Select all

"%sourcesdk%/bin/orangebox/bin/studiomdl" -nop4 %1
pause
Then drag'n'drop the QC onto that compile.cmd
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fug4life
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Post by fug4life »

Thanks Blues for your help, you always end up helping me.

Well I still can't get OB and Studio compiler to work out right. But I'm sure I'll be trying again at some point.

Back to this Jalopy I've sort of hex'd but I'm not sure if I've done something wrong (All I've done is renamed model change materials path and edited the paths in the VMT's to suit). I need to edit some of the VMT's phong settings or something idk?

Image
By fug4life at 2009-08-24

What ya think?
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Post by Blues »

Are these stripes just phong? Or are they maybe caused by a messed up UV Map?
First try to turn all the "$phong***" stuff in the VMT into comments by adding // before every of these few lines.
Then upload a screenshot of the result please. :)
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Post by fug4life »

Rgr that back in 5
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Post by Blues »

Uhm what? :?
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Post by fug4life »

Image
By fug4life at 2009-08-24
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'She has zero tolerance for idiots'.

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Post by fug4life »

Ney worry I've fixed it.

Before I had the model in models/69/ but the original vehicle model was located in just models like the npcs. So I re-hexed the name but left it in the same part of the directory as the vehicle and now it seems fine.

I'm sooo ***** happy right now. This was a major milestone I had to over come.

Thanks again for helping, it's appreciated.
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

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Post by fug4life »

Some parts are very bright and reflective, is does this look ok?

more pics coming, my internets is so.

Image
By fug4life at 2009-08-24

More...

Image
By fug4life at 2009-08-24

Image
By fug4life at 2009-08-24

Image
By fug4life at 2009-08-24

I've looked at the pics ConTron added to this forum and I'm still not quite sure I've got it totally right? I've just about added all missing files so I can't think of much else.
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Post by Blues »

You got the file the parameter $envmapmask points to, right?
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Post by fug4life »

Erm I think so, you mean something like this?

I can't see anythink pointing to the 'envmask'

"$bumpmap" "Models/charger/musclecar_normal"
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Post by fug4life »

Code: Select all

"VertexLitGeneric"
{
	"$basetexture"	"Models/charger/musclecar_col"
	"$bumpmap"	      "Models/charger/musclecar_normal"

	"$envmap" "env_cubemap"
	"$normalmapalphaenvmapmask" 1
	"$envmapcontrast"	".6"
	"$envmapsaturation"	".5"
	"$phong" 1
	"$phongboost" 6
	"$phongexponent" 1
	"$phongtint" "[.4 .8 1]"
	"$phongfresnelranges" "[1 0 .05]"
	"360?$color2" "[ 0.6 0.6 0.6 ]"
}
Thats from the main texture.
whats this one I've found all about?

Code: Select all

"VertexLitGeneric"
{
	"$basetexture"	"Models/charger/jalopyTempColor"
	"$bumpmap" "Models/charger/jalopyTemp_Normal"
	"$surfaceprop"	"Wood_lowdensity"
	//"$basealphaenvmapmask" 1
	"$phong" "1"
	"$phongboost" "5"
	"$halflambert" "1"
	"$phongexponent" "15"
	//"$phongexponenttexture" "Models/charger/jalopyTempPhong"
	//"$phongalbedotint" "1"										
	"$phongfresnelranges"	"[.1 .5 1.0]"
}
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Post by Blues »

In this case the envmapmask is the alpha channel of the bumpmap texture. Caused by "$normalmapalphaenvmapmask" 1

Normally you should have a different strength of reflectivity.

For example you wouldn't want tyres to reflect the same way like the painted and polished chassis (actually tyres would'nt reflect in any way, due to the surface of the black rubber they're made of - at least I haven't ever seen any tyres reflecting something irl) So you would just paint the bumpmap's alpha channel black where the tires are.

That's what an envmapmask is for. Just to scale the reflectivity down or up for different parts of the texture.

Maybe you should open the jalopytempcolor.VTF with Photoshop to find out what that material is about. Maybe it's for some gauge thing or w/e.
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Post by Blues »

Sry for double post.

I just forgot to mention that you can scale the whole envmap thingy down by using "$envmapsaturation" "[R G B]" and tweak it with "$envmapcontrast" ".6" and "$envmapsaturation" ".5" ~ you might first screw around with these before changing the alpha channel.
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Post by fug4life »

How deep the rabbit hole goes....

So well I haven't done much about the skin and the brightness.

Of note I think I hexed, the vechile model that I took from the gcf's but also I've found obsidian already has a vechile_rich.mdl maybe I should of hexed that one. I've got some work to do so I wont be about until this afternoon.

My next trouble is my sounds.

So basically I wanted the original jalopy in the map and I wanted the new one to be a purchasable upgrade.

I wrote a new vehicle script for it, I made a custom sound script and Instead of: game_sounds_vehicles_ep2 I've added a new game_sounds_vehicles_charger.

So my custom sound script points like this.

Code: Select all

SoundCache
{
	"precache_file"		"scripts/game_sounds_vehicles_charger.txt"
}
Which is fine though the yellow jalopy tries to use this sound, when I spawn it.

So I've tried adding the Base_EP2

And then it overwrites my charger script, and I've even tried adding the
"precache_file" "scripts/game_sounds_vehicles_ep2.txt"

to my Base_CHARGER

I'm getting in too deep methinks.
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

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