• Where to Find a Working Model Decompiler
    10 replies, posted
Well, there are a few reasons I want one, MOST of which can be fixed another way One: I don't know how to make a view model, and for that matter, what attachments I would need, what direction the barrel should be facing, etc... Two: What is the attachment I need to make a world weapon model? "weapon" ??? Three: I may need the arm bones for animations? Four: How do I make it work with the c_ model changing hands? Five: I'm a n00b to this crap I have been looking for tutorials online, but I'm having trouble finding one that covers the c_ hands part... If anyone could help me, it would be much appreciated! [editline]27th September 2013[/editline] no? [editline]27th September 2013[/editline] Yes, I'm dumb for this... I'm dumb because I can't find any tutorials on the TF2/CSS?/Garry's Mod weapon model system... do they even exist? I can find ones for CHANGING already existent models for TF2 in MILK SHAPE, not 3Ds Max... so that doesn't help me much, I still don't know which way the view models face [editline]27th September 2013[/editline] *sigh* I have other stuff to do, as well... I found some stuff, but I still don't know that the viewmodel hand facing direction is the right direction? I remember in the past I had to rotate +-90 degrees around Z
[url]http://wiki.garrysmod.com/page/Using_Viewmodel_Hands[/url] Bottom of the page. Cannonfodders decompiler can decompile most old models which should be sufficient. There's also another one, GUI Studio Decompiler or something like that. You can also find sources of some good examples of view and world models in the SourceSDK files.
[QUOTE=Robotboy655;42328671][url]http://wiki.garrysmod.com/page/Using_Viewmodel_Hands[/url] Bottom of the page. Cannonfodders decompiler can decompile most old models which should be sufficient. There's also another one, GUI Studio Decompiler or something like that. You can also find sources of some good examples of view and world models in the SourceSDK files.[/QUOTE] I can't get old models anymore, I had to reset my computer; all of my old files are gone
They are not gone anywhere. As I said, there are sources available in SourceSDK files, just download it. Or you can extract some models from the vpks in common/garrysmod/sourceengine/
[QUOTE=Robotboy655;42333635]They are not gone anywhere. As I said, there are sources available in SourceSDK files, just download it. Or you can extract some models from the vpks in common/garrysmod/sourceengine/[/QUOTE] Wait, even though the Source SDK has depreciated it still carries such files? Are they in gcf files, or where are they?
Since when Source SDK is deprecated? The files are where they always have been: in steamapps/username/sourcesdk_content
[QUOTE=Robotboy655;42334754]Since when Source SDK is deprecated? The files are where they always have been: in steamapps/username/sourcesdk_content[/QUOTE] No, as in it DOES NOT WORK with the modern install directories... it used to work just install and use, now it doesn't... it can never find gameinfo, for instance... no matter what I change the configuration directories to... [editline]28th September 2013[/editline] Valve's own words, they are trying to get rid of Source SDK, making everything available in other places, like common/half-life 2/bin having Hammer Editor as an example...
Oh. But can still decompile old models. Anyway, here are some sources for you: [url]https://dl.dropboxusercontent.com/u/10382947/weaponmodel_src.zip[/url] It contains some HL2 & CS:S world and view models. I won't upload all of the files because they are over 1GB.
[sp]Well, for this matter... I will want to make a couple of custom player models, and AT LEAST one of them has to be done by me, no one else would understand the plans. The other ones are kind of easy to figure the design, even without custom plans;[/sp] any way, for this task I need to be capable of decompiling things such as the HEV Suit item model, and a player model as a dimensions base Models needed: Player Model Marines Corporal, NPC Model Marines Sargent, custom HEV Mark VI (with special additions I would need for my ideas, and selective player color mod support) [editline]28th September 2013[/editline] and yes... rate me dumb for needing a player model, or saying I would need to decomp the HEV Item Model, which would just be for polygon reference; this idea I have is fairly big, I still have a lot to write, code and plans... [editline]28th September 2013[/editline] I am always thankful for all of your help and if I may be honest, this overall idea would likely push the limits of gmod (I can't promise that, but if I can get it all working in one piece...), and likely require a high performance pc; most things (models especially) will not be optimized for lighter systems
Here're some playermodel soucres: [url]http://wiki.garrysmod.com/page/Player_model_compilation[/url] These should give you idea on what to model, the rest you can do yourself. If you can't decompile the models, then you are basically fucked, as sources for those models are almost impossible to get.
[QUOTE=Robotboy655;42343358]Here're some playermodel soucres: [url]http://wiki.garrysmod.com/page/Player_model_compilation[/url] These should give you idea on what to model, the rest you can do yourself. If you can't decompile the models, then you are basically fucked, as sources for those models are almost impossible to get.[/QUOTE] A thousand thanks! [editline]29th September 2013[/editline] In the mean time, I am modeling special power physical aspects (ice darts, for instance) as well as designing standard source particle effect systems for them
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