OUCH. You seriouse?
Just edit that damn .vmt with a text editor.
Or choose VertexLitGeneric from the list of shaders in the VMT create options Tab.
I took a look at your file and there are indeed many issues.
You need to get a better understanding of what you're doing by watching some basic C4D tutorials.
I told you to import a .smd into C4D to get an idea of the hierarchy and required Tags for a model export.
Guess you didn't do that.
Parametric Objects, Deformers and Generators cannot be exported to .smd and most other file formats.
They are meant for internal usage only.
So all these things, if they are going to be exported, have to be converted into polygon objects.
Here's an example on how it could look like:
http://www.mediafire.com/download/732he849pc34aqc/snowmountain.zip
The top object is just used for baking textures and deactivated for editor and rendering.
(also doesn't export with the rest when the option only visible objects is selected) the
It was created the cheap and dirty way, simply by using the polygon reduction deformer on a highpoly landscape object,
then UV mapped the result and baked out the shaders color and normal channel.
I recomend you to take a carefull look at all the settings e.g. of the bake texture tag.
Last but not least, if you need to know any in depth information about a certain object, tag, or anything else inside of C4D,
use the built in help system.
Right click on the symbol and choose help to directly jump to the part of the documentation that describes it.
$modelname "props\snowblind\snowmountain.mdl"
$cdmaterials "\models\props\snowblind"
$staticprop
$surfaceprop "ice" //doesn't really matter, since it'll never be shot
$body "Body" "snowmountain.smd"
$sequence idle "snowmountain" loop fps 1
..\tier1\fileio.cpp (4002) : Assertion Failed: m_nNumRegisteredWriters == 0
Assert( Assertion Failed: m_nNumRegisteredWriters == 0 ):..\tier1\fileio.cpp:4002
Tested it myself, it's working just fine, so the issue has to be on your end.
(https://www.mediafire.com/convkey/ffcd/p57xxal5i8enmku7g.jpg)
Most simple and basic .qc i ever used i'd say:Code: [Select]$modelname "props\snowblind\snowmountain.mdl"
$cdmaterials "\models\props\snowblind"
$staticprop
$surfaceprop "ice" //doesn't really matter, since it'll never be shot
$body "Body" "snowmountain.smd"
$sequence idle "snowmountain" loop fps 1
Note that i compile the model with sdk launcher opened and set to GES config.
Also for the sake of usability, i use GUIStudioMDL to compile.
The only thing i recently stumble uppon in every source engine related compile is this:Code: [Select]..\tier1\fileio.cpp (4002) : Assertion Failed: m_nNumRegisteredWriters == 0
Assert( Assertion Failed: m_nNumRegisteredWriters == 0 ):..\tier1\fileio.cpp:4002
Happens on prop and map compile. Not sure what it means, maybe some access issues at file writing.
Compiling still works without issues, so i guess it can be ignored.
I am not asking you to make the mountain model for meIn fact you do. Because in order to create the desired Tut for you, i'd have to create a mountain model.
C4D is one of the most user friendly 3D apps out there. A bit tricky though if you're creating game assets with it, since it initially wasn't exactly designed with game creation in mind.
I haven't spent one cent on tutorials for C4D yet. There's plently of good free stuff out there.
Ofc. same issue when it comes to game content creation and even more of an issue when it gets as specific as modelling for source using C4D.
In fact you do. Because in order to create the desired Tut for you, i'd have to create a mountain model.
Also i'd have to restrict myself to the features R13 offered, because this is what you're using right?
So no sculpting, mesh projection or other new Features from my R16 allowed.
Right now i ain't got time for things like this, sorry.
One thing i am having issues with is how to apply the "normal tag" to itAllready said that in my first post in this thread:
I'd also recomend Vertex Normal Tool lite to 'bake' the phong-tag smoothing into a normals Tag.I assume that you are able to google it.
Last but not least, if you need to know any in depth information about a certain object, tag, or anything else inside of C4D,In this case it means right click on the UV tag and choose help from the drop down.
use the built in help system.
Right click on the symbol and choose help to directly jump to the part of the documentation that describes it.