Hello all, this is my first time making a model for the Source Engine, so I guess I am bound to screw up. I decompiled the RPG ammo model from Half-Life: Source's Ultimate Definition mod, edited it in Milkshape 3D, textured it using the texture provided for the original RPG ammo model in the mod (I did not apply the normal map texture, however), and exported it as an SMD (as a reference model with Vertex Weights checked). I used the QC of the original and modified it to make sure the model would appear in-game and compiled it with GUIstudiomdl using Half-Life 2's GameInfo (since the Source SDK doesn't support Half-Life: Source) and copied the compiled files in to the hl1 folder of my Half-Life: Source game (modded with the Ultimate Definition mod). The model appears in game... except it's invisible. I confirmed this by generating other ammo models that were visible in-game and then by spawning countless amounts of RPG ammo and giving myself a HECU RPG, emptying the RPG of all ammo, and running back over to where I generated the invisible RPG ammo. The problem seems to be an issue with the model locating materials, but I am not exactly sure. I asked a friend who has experience modding the Source Engine about this and he said that I was doing everything correctly, does not know the problem and has never had this sort of issue. Does anyone know why this is so? I will give images to show exactly how I compiled the models.
My QC file:
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$cd "C:\Users\Anil\Desktop\Exported SMDs\RPG ammo"
$modelname "rpgammo.mdl"
$model "body" "w_rpgammo.smd"
$cdmaterials "models\w_rpgammo\"
$hboxset "default"
$hbox 0 "Cylinder01" -4.160 -12.040 0.000 7.490 3.600 29.610
// Model uses material "rpg_ammo.vmt"
$surfaceprop "default"
$illumposition 4.220 1.665 14.805
$sequence idle "idle" fps 30.00
$sequence capped "capped" fps 30.00
Model as it appears in Milkshape:

SMD files used for compiling:

GUIstudiomdl screenshot:

Where the compiled model files end up:

Where I move the model files to and rename them (except for the xbox.vtx file):

The texture and material files the model is supposed to use:

I hope that I have provided enough information to get this problem solved.