• I have a question.
    54 replies, posted
Professional work! Thanks!
Oh! Can anyone tell me, how to convert the effects to the props? I would try to do it yourself.
Add physfiles... I think.
[QUOTE=l4d2;28596937]Oh! Can anyone tell me, how to convert the effects to the props? I would try to do it yourself.[/QUOTE] You must decompile the models and recompile them with physics information. Once the model is decompiled, all you really need to do is add some stuff to the *.qc file in most cases. If you'd like more help with this, just let me know.
[IMG]http://img508.imageshack.us/img508/5932/klamki.jpg[/IMG] Hi again. I have a problem with converting. Can you, therefore convert it? These are the handles from CSS. In which programs can I decompile a model? And what I need to add to the file *.qc?
Get cannonfodder's decompiler.
And what next?
[QUOTE=CakeMaster7;27804945]As you can see, I joined right before 2011 (a few months before) and I never made that mistake because I'm smart enough to go around and see what others do before I even attempted to do anything.[/QUOTE] I made my account in july 2011 and i dont make that mistake
Oh Get lost with that post! I'm waiting for any advice. I downloaded Decompiler some days ago. I have another problem. Let's see on this blanket which BabyFawnLegs converted. Gmod says that this file is in : models/props_unique/spawn_apartment/blanket03.mdl. [IMG]http://img64.imageshack.us/img64/1816/exampless.png[/IMG] I always going to models folder and there I don't have folder 'props_unique'. So where I can find this? Call me retarded or something you like, but tell me where I should looking for models. Then how can I decompile model using Cannonfodder Studio Compiler? And what I must to add to file?
Bump. Tell me someone, please.
most likely in the vpk's l4d uses.
How can I open this file? Tell me everything if You can. I'm gonna finally do this, but I don't know nothing about it.
Damn, can someone make a tutorial of that?
GCFscape should be able to open VPK's
Yeah, that program can open VPK's. I opened L4D2 files. There are pak files. How do I know in which file there is this blanket? What I must to add to *qc file. Please tell me. It's time to finish this.
[QUOTE=BabyFawnLegs;27861356]Not a problem! I wasn't sure if you'd rather have a blanket or a rug, so I just made one that works as both. It's a little basic (9 segments), but you can still have a lot of fun with it. [img]http://img214.imageshack.us/img214/2213/blankyrug.jpg[/img] [url=http://filesmelt.com/dl/blankyrug.rar][b][Download][/b][/url] Happy snuggling! [img]http://forums.civfanatics.com/images/smilies/wavey.gif[/img][/QUOTE] May I ask where to get the model of this girl?
Any of the Silent Hill packs. Anyone still have that rug model?
Sorry bro, link expired. BabyFawnLegs is offline since December -SHAME-
Bump.
Bumping again. How Can I see what is in vpk pack using GCFScape? For example that green blanket. & How to convert effect to a prop?
[QUOTE=l4d2;35234488]Bumping again. How Can I see what is in vpk pack using GCFScape? For example that green blanket. & How to convert effect to a prop?[/QUOTE] I think you are asking about how to see the l4d2 content. IN common->left4dead2->left4dead2 Then open the bottom 1 with dir at the end of it. There is 1 in ead of the expansion folders there aswell. For the effects in gmod, that is a prop with no collision model. You you will want to decompile the prop then tell it to use the ref.smd as a collision model. This means the new prop which you compile will have a collision model the same as the model itself. it is "shrink wrapped" so concave areas are not part of the collision mesh. I hope you understand this. tl;dr effect to prop decompile effect, add collision model to qc, recompile.
Thanks Man. I'm sorry that I answer so late. I didn't had much time lastly. Well: I extracted all game files using GCFScape (thanks to You). I decompiled it using Studio Compiler, and what should I do next? [url]http://www27.zippyshare.com/v/77795258/file.html[/url] I have this window. What should I mark to compile that files again? And, the model which I decompiled was towel_rack form props Interiors. After decompiling I got 3 files: idle.smd , mdldecomplier.qc , towel_rack.smd. In which bracket should I bowse it?
~BUMP~ I wanna finish this :D
Ok open the qc file. Something like [QUOTE]$cd "C:\Users\User\Desktop\out\foliage\junipers" $modelname "ful\foliage\juniper001a.mdl" $model "Body" "juniper001a.smd" $cdmaterials "ful\models\" $surfaceprop "dirt" $illumposition -0.585 1.904 17.328 $sequence idle "idle1" act_idle -1 fps 0.1 $lod 175 { replacemodel "juniper001a.smd" "juniper001a_LOD1.smd" } $lod 225 { replacemodel "juniper001a.smd" "juniper001a_LOD2.smd" } $lod 600 { replacemodel "juniper001a.smd" "juniper001a_LOD3.smd" } [/QUOTE] Now add the line to the qc file $collisionmodel "juniper001a.smd" This will "shrinkwrap" a collision mesh to your model. Any holes or concave sections will also be "solid" For a more expensive collision mesh (but 1 which you can shoot thru holes) use $collisionmodel "rockledge2.smd" { $concave } You can also make custom collision models, do this if you want to make a simplier collision mesh for better performance or a more complex 1. Save the new collision mesh as smd and add this line to the qc $collisionmodel "juniper001a_collision.smd" Recompile the qc file, and you should have your model
Okay, thanks. I'll try do it. I edited the qc file just like You told me (of course with the name of prop which I used - towel_rack). What should I type ine these brackets? I cannot compile model. [img]http://www27.zippyshare.com/scaled/77795258/file.html[/img]
Sorry, you need to Log In to post a reply to this thread.