compiling source models using objs

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compiling source models using objs

Postby Chris528 on Fri Mar 18, 2011 3:32 am

Does anyone here know of the correct way to compile source models using objs?

It's just that i can't get the material to be anything other than debugempty.vmt when compiling the model and there are some minor issues with the collision mesh.

Are there currently bugs with the compiler when handling objs or does using objs require a slightly different workflow than using smds?

I'm using maya 2011 if that matters.
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Re: compiling source models using objs

Postby marks on Fri Mar 18, 2011 9:05 am

Why don't you just use SMD like everybody else? It's much more thoroughly documented and generally a better idea.
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Re: compiling source models using objs

Postby sixpakken on Fri Mar 18, 2011 9:19 am

I use 3dMax and Objs when importing/exporting from mudbox without any problems at all, so the compiler works just fine. I know you use Maya but if you have a chance to test the Wallworm Tool made for 3dmax.
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Re: compiling source models using objs

Postby TheDanishMaster on Fri Mar 18, 2011 9:43 am

Ehh. Is it even possible to use obj's for compiling a mdl? You can import a obj and work on that, but you do have to export it as a smd for Source
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Re: compiling source models using objs

Postby Chris528 on Fri Mar 18, 2011 5:40 pm

TheDanishMaster wrote:Ehh. Is it even possible to use obj's for compiling a mdl? You can import a obj and work on that, but you do have to export it as a smd for Source

http://forums.luxology.com/discussion/t ... x?id=21324
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Re: compiling source models using objs

Postby marks on Fri Mar 18, 2011 9:06 pm

How is that remotely relevant?
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Re: compiling source models using objs

Postby Chris528 on Sat Mar 19, 2011 1:41 am

marks wrote:How is that remotely relevant?


I was just proving that studiomdl can compile models from objs. if you scroll down to the 8th post on the thread i linked to you'll see why. Someone posted some emails from a few valve employees that mention using objs.
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