GROUPE STEAM
Blender Source Tools BleST
GROUPE STEAM
Blender Source Tools BleST
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Fondé le
8 novembre 2013
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Problems with textures/UV maps
I have been using this wonderful tool for a week now, but I can't get it working correctly.
I've made a simple cube (in blender) and exported + compiled it. The model/collision mesh works fine in-game (HL2). However the textures do not, at this point it's highly unlikely that it's an issue with my VMT files, I've tried all variations I can think of. I always tweak the UVs in blender.
> I recently imported my simple replacement model for the pistol, based on the original one from the game - it works, even parts of the textures. Still, the texture is distorted, and some part doesn't even have the same color as my test texture, so I figure this is an issue with the UV map of my models.
How do I export the model with my custom UV correctly from blender?
Dernière modification de theRPGmaster; 20 mars 2018 à 1h47
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Corrupted UVs was a bug in 2.10 which I just fixed. You've not told us what the problem is so I can't help any further.
Artfunkel a écrit :
Corrupted UVs was a bug in 2.10
I'll make sure to download the newest version, thank you. Carry on with the good work!
Some parts of my model still ignores my texture / usues vanilla texure.
View screenshot[imgur.com]
Dernière modification de theRPGmaster; 20 mars 2018 à 1h48
theRPGmaster a écrit :
Some parts of my model still ignores my texture / usues vanilla texure. -Image-
If the rest of the model uses a pure white texture, then those bits of the model are using a different ("vanilla") material and texture instead, which is (almost definitely) just human error on your part, not Blender Source Tools'.
I've solved the problem.
It turns out you need to assign all new vertices to the material in blender (with the name of the texture file)
Dernière modification de theRPGmaster; 21 mars 2018 à 7h11
It's actually funny. I'm really sad I missed your post because I ran into a similar problem.

The .VMT has to have the exact same name as your random material from Blender for the game to register it, and from there as long as your .VMT specifies via the "$BaseTexture" and "Bumpmap" commands the filenames it should use for textures then you should be all set. As long as the texture files in the folder have the same names as the ones specified in your .VMT, tuduuuuh. As far as I can tell, (and I could be wrong) your .VMT is the only file that has to have the same name as your material in Blender.
Dernière modification de Taeryn; 21 mars 2018 à 7h04
Teiro a écrit :
It's actually funny. I'm really sad I missed your post because I ran into a similar problem.

The .VMT has to have the exact same name as your random material from Blender for the game to register it, and from there as long as your .VMT specifies via the "$BaseTexture" and "Bumpmap" commands the filenames it should use for textures then you should be all set.
Yeah, I'd been looking for a solution for days. Turns out it was as simple as clicking a button.
But now this thread exists, so that anyone else doesn't have to struggle like we did!
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Toutes les discussions > Help > Détails du sujet
Posté le 18 mars 2018 à 22h19
Messages : 7