Hex editing is easy. In Notepad++, you can even do changes to a whole set of files at the same time. There's a few easy ways to it, just make sure you have "insert" on and don't delete or add characters or NUL spaces. I've used both programs, N++ is much, much better. You could also use "find and replace" if you know the name of the .vmt.
Hey, I'm trying to get into modeling, so for a start I'm trying to decompile a citizen model and open it in XSI mod tool. The problem is that I can't even select a file with CanonFodder's MDLDecompiler, I just get the following error and then the program crashes:
Warning: falling back to auto detection of vproject directory.
Apparently Valve said that this error only occurs with Vista, but I have XP. Anyways I haven't been able to find a solution for this error and I have no idea what to do.
I've been using maya lately but now I want to use 3dsmax what is the key (combination) for free perspective. like alt + mouse buttons in maya.
just a quick one, were is the mesh smoothing bit on 3ds max 2010??
[QUOTE=KiLlErHaDoCk;27357352]just a quick one, were is the mesh smoothing bit on 3ds max 2010??[/QUOTE]
Under the modify tab in the dropdown list IIRC.
[IMG]http://i1026.photobucket.com/albums/y322/CptNuke/Untitled-28.png[/IMG]
I can't get the bones in my melee weapon to work, the weapon just stays in the same place no matter where the pyro is.
Ok, basically, I want to make a personal skin for ONE person. If there is a tutorial on that please send me a link to that too. Here is where I am stuck, I use another person's personal skin on one person, and edit it (making it so that I am the one who created the new skin. Not stealing.) and I dont want to be under their name. So, I change the folder and the vmf's but I don't know how to edit the VVD's or the VTX's or any of that good stuff. What programs are used to make a skin for ONE person? Not a mass reskinning like all the other tutorials tell us how to do. Please tell me and thank you in advance.
Why make a thread then ask the same question here?
Could somebody bother to answer my question? I can't find it anywhere.
[quote]I've been using maya lately but now I want to use 3dsmax what is the key (combination) for free perspective. like alt + mouse buttons in maya.[/quote]
I still can't seem to find a solution for my last question, does anybody know what I have to do about this error message?
[QUOTE=bIgFaTwOrM12;27341202]Hey, I'm trying to get into modeling, so for a start I'm trying to decompile a citizen model and open it in XSI mod tool. The problem is that I can't even select a file with CanonFodder's MDLDecompiler, I just get the following error and then the program crashes:
Warning: falling back to auto detection of vproject directory.
Apparently Valve said that this error only occurs with Vista, but I have XP. Anyways I haven't been able to find a solution for this error and I have no idea what to do.[/QUOTE]
So I have a question....(like everyone else lol)
I just started to create my own ragdoll and (I have been modeling for years, but only for the last year have I got into rigging/character creation).
anyway
I have the model and I bring it into XSI and lower the poly count, and I make sure it is one mesh, and I then bake the texture and finally get the biped rig. After that looks good I generate the rig from the templete, but XSI comes up saying there was one error, and beside that I can't seem to fined the Envelope_Deformer group in the biped to have the skeleton merge with my model so that the rig sticks... (so the skeleton moves and not the chracter)
any help at all would be MUCH appreciated. I have looked everywhere for help. I am new with XSI but have been somewhat successful with getting my custom models into gmod. (the textures seem to be picky when I bake them)
I am new to XSI
if you need screen shots or info just ask.
thanks!
I am having a slight bit of trouble.
Everything I compile is invisible. I compile the models with GUIStudioMDL and nothing shows up, however when I click the physics tab it will show the model perfectly fine. Is there any way to rectify this?
Already done:
- Reinstalled SourceSDK
- Deleted SourceSDK
- Reinstalled GUIStudioMDL
Fixed
some problem with the Physmodel and the Ragdoll.smd
So this is my problem:
[img]https://dl.dropbox.com/u/3550705/cute_tile.png[/img]
The collision model won't lign up with the reference model or any of the other animations.
Both of them is totally centered and in the same position in 3DS Max.
[QUOTE=bIgFaTwOrM12;27400094]I still can't seem to find a solution for my last question, does anybody know what I have to do about this error message?[/QUOTE]
why not just use the citizen smds that come with source sdk? in sourcesdk_content they should be in the human folder
[QUOTE=Aceid;27507219]So this is my problem:
[img_thumb]https://dl.dropbox.com/u/3550705/cute_tile.png[/img_thumb]
The collision model won't lign up with the reference model or any of the other animations.
Both of them is totally centered and in the same position in 3DS Max.[/QUOTE]
dont make a collision model for such basic shapes
studiomdl can autogenerate a collision model for really basic stuff like that
delete the collision smd entirely
use the -fullcollide parameter when compiling
source will automatically generate an collision model
I have a question. When you rig a ragdoll, does it have to be one object, or can you you have multiple objects?
The reason I ask is because I made a model, and it came out just stretching and jumping around.
My model doesn't cast any shadows, so I tacked on $opaque, but that didn't work. The first skin on the body along with its head doesn't cast shadows, but the second skin on the body does.
I also have another model with a mask which replaced the head. Only that he mask's shadow works, but not its body, but the second skin works, as before.
I tried $mostlyopaque, but that didn't work either.
Okay I may have figured out some of my problem-
I now have changed to SXI 6 and I can open up the sample source stuff that it shows you on start up, but now I can't even import .dae (collada) files like I could before. And I was able before to get a custom model I made into XSI and out successfully into garry's mod. (but the model was huge for some reason)
so....am I just really stupid and missing something...? XD
[editline]20th January 2011[/editline]
[QUOTE=TheManY2K;27544052]I have a question. When you rig a ragdoll, does it have to be one object, or can you you have multiple objects?
The reason I ask is because I made a model, and it came out just stretching and jumping around.[/QUOTE]
It all has to be one mesh object as far as I know :)
My GCFScape is broken. I just upgraded to Windows 7 (32 bit) but it refuses to run. I am fairly certain I have the required tools, they looked like they installed at least. I click GCFScape but I get a loading cursor, then nothing happens.
this may not be a modelling question but why doesn't my HLMV load garrys mod models any more??
[QUOTE=KiLlErHaDoCk;27605282]this may not be a modelling question but why doesn't my HLMV load garrys mod models any more??[/QUOTE]
I couldn't figure out how to load them to begin with, so i can't help much on that one... ^^'
I understand basic model compiling/decompiling and model editing in XSI.
I have successfully compiled/decompiled models before.
So I'll ask;
How can I decompile a character model (already rigged) from Alien Swarm (L4D2 Engine) to L4D/L4D2 and a character replacement.
Hands are not required.
[QUOTE=TheManY2K;27544052]I have a question. When you rig a ragdoll, does it have to be one object, or can you you have multiple objects?
The reason I ask is because I made a model, and it came out just stretching and jumping around.[/QUOTE]
It can be as many objects as you want them to be. Though a warning - the smd exporter will merge them all into a single object.
If you really want to compile from multiple objects you can use multiple model lines in the QC or alternatively bodygroups.
@hatred - you probably need to decompile with an older version of the decompiler which ignores VTA's and most likely do some small hex changes to the mdl
I'll try and keep my all too apparent status as a novice away from the pimpage thread by asking in here more often:
The only thing stopping me from getting a couple of rather interesting models into garrysmod is that my "GUIStudioMDL" is playing up
I direct it to the right SDK bin directory, and load the QC file and all that, but when I click compile nothing happens anymore
I've compiled many models previously, but it suddenly just decided to not work
It's a shame because I'd made a request for someone but wasn't able to compile it before the thread went missing
All it says is "created command line:" then lists a long path name with a few commands at the end
[QUOTE=Haxxer;27545025]My model doesn't cast any shadows, so I tacked on $opaque, but that didn't work. The first skin on the body along with its head doesn't cast shadows, but the second skin on the body does.
I also have another model with a mask which replaced the head. Only that he mask's shadow works, but not its body, but the second skin works, as before.
I tried $mostlyopaque, but that didn't work either.[/QUOTE]
I have a similar issue in L4D2. I can get the model to cast shadows via world lights, but player flashlights don't cause a shadow to render for the player.
I have that same problem with a friend's custom model as well, is that a problem i could fix in the .vmt?
Hello all.
Recently I started to port some ragdolls to the Garry's Mod, but I have one problem about Petey Piranha, as he's hands and petals around his head doesn't have transparency at all!
[url]http://juhis815.webs.com/transparency_problem.jpeg[/url]
And besides, how I can rig the model if I want to port him to the Garry's Mod?
[QUOTE=juhis815;27652508]Hello all.
Recently I started to port some ragdolls to the Garry's Mod, but I have one problem about Petey Piranha, as he's hands and petals around his head doesn't have transparency at all!
[url]http://juhis815.webs.com/transparency_problem.jpeg[/url]
And besides, how I can rig the model if I want to port him to the Garry's Mod?[/QUOTE]
First, did you make sure to include an alpha channel in the texture? Then, did you include a $transclucent or $alphatest flag in the .vmt?
For the rig, you should decompile a few existing models or look at the sourceSDK content and look at the valve.biped set up.
[QUOTE=MkTbKz;27660320]First, did you make sure to include an alpha channel in the texture? Then, did you include a $transclucent or $alphatest flag in the .vmt?
For the rig, you should decompile a few existing models or look at the sourceSDK content and look at the valve.biped set up.[/QUOTE]
Oh, the alpha channel. I'll have to look around it. Thanks for noting that out.
And then I'll just have to look around a pre-made rig from SourceSDK?
If I cannot make something out of this, then I'll submit the files for you if you can make something out of this, right?
I'm porting some Doom 3 props with animations, but I can't figure out how to change animations in Max to see what they or to check if they've been added to the file.
I use Max 8.
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