Recently, I've been looking into Porting CS:GO weapons to Garry's Mod and potentially even the skins, if it's even possible.
Anyway, I figured the guns would be simple to port since it's still ran on the source engine and is mountable in Garry's Mod. Well, I thought wrong. Every weapon when mounted in GMOD is either;
- An Effect. ([url]http://puu.sh/eoydn/a42d5e197b.jpg[/url])
- An Effect with Hands in it. (ViewModel. However, some viewmodels don't have hands like the M4A1-S)
I'm kinda stumped on this because the world models for certain weapons like the AK-47 are the old CSS ones, and look nothing like they do in CS:GO when dropped.
I was also curious to if I was able to port them and get the weapons shooting etc... Would it be possible to add something like the inspect weapon into GMOD? ([url]https://www.youtube.com/watch?v=KFYIutR2RGY[/url])
There are certain View models in Gmod with names like (v_knife_bayonet_inspect.mdl) So perhaps?
As for the first thing I proposed when writing this thread, once I have the weapons ported, I want to start looking at skins for the weapons, but I don't think it is possible?
So, can anyone give some advice when it comes to stuff like this?
Any help is appreciated. :)
those models that are effects are the c_models iirc. the arms are stored separately, in separate model files, much like the c_model system that's in use for gmods standard weapons and tools.
Some of the guns look like the css ones because css and cs:go shared the same file names for some things, so that causes some conflicting issues. Simply unmount css to fix that, or hex the cs:go weapons.
All viewmodels are supposed to be effects. If you try spawning any hl2 guns you'll see.
Ok, now for the actual weapons.
When I wanted to start my cs:go swep pack, I ran into an issue. The cs:go models use a newer model format, making the animations unplayable by garry's mod due to the game not recognizing them. Afterwards, I tried decompiling the weapon models, but the same problem led to the models not decompiling the animations propperly. Meaning I was forced to completely animate the guns myself. The upside was that this allowed me to do more with the weapons.
To keep the animations as close to the game as possible, I would record me shooting/reloading ingame with fraps, and then I would import the footage into after effects, which allowed me to view frame by frame. Then it was simply just copying it to being as close as possible in blender.
Now, skins. These are also problematic.
Cs:go does not have the skins themselves as seperate textures.
Well they do, BUT.
[QUOTE=buu342;46909237]Now, skins. These are also problematic.
Cs:go does not have the skins themselves as seperate textures.
Well they do, BUT.[/QUOTE]
All you really have to do is set the material of the world and viewmodel to the skin and then you're done.
Shit, I forgot to type up the rest of the post.
[QUOTE=LUModder;46910303]All you really have to do is set the material of the world and viewmodel to the skin and then you're done.[/QUOTE]
Well, not really. You see, CS:GO's skins come in a tile pattern. These do NOT have the same color as you see ingame. What CS:GO does is they tile these onto the gun and they change the colors via code.
[url]http://blog.counter-strike.net/workshop/finishes/patterns_b.html[/url]
You can't just tile these onto the texture, the tiles are placed using some sort of algorithm that valve uses. This page has more information on what I mean:
[url]http://blog.counter-strike.net/workshop/finishes/pattern_application.html[/url]
Now what did I mean by this?
[QUOTE=buu342;46909237]Well they do, BUT.[/QUOTE]
SOME skins (such as the Asimov, redline, wallnut, etc) DO come as seperate textures, and yes, you can very easily just paste the texture onto the model. I can provide an example as I've replaced a few of my viewmodels.
[editline]Plz sux me an die[/editline]
[img_thumb]http://i.imgur.com/tsZmcw6.jpg[/img_thumb][img_thumb]http://i.imgur.com/4EKLaB8.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/0mHoEKk.jpg[/img_thumb][img_thumb]http://i.imgur.com/lg1ovbm.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/MwXAwJ4.jpg[/img_thumb]
Yeah if you want to replicate stuff like Urban DDPAT or Forest DDPAT or Steel Disruption, you're gonna need to know how to work with albedo and valve's texture settings. To this day I still havent replicated it.
Hey, hasn't crowbar had some updates? Can't you properly decompile .ANI files now?
[QUOTE=GreyGeist;46946718]Hey, hasn't crowbar had some updates? Can't you properly decompile .ANI files now?[/QUOTE]
Really? That's useful! Hopefully it'll decompile correctly, since whenever i've used crowbar to decompile old smd's, it always breaks the animations.
Only downside would be that you would be forced to use the cs:go hands though. But if anyone wants to do that, then feel free to do so. I'll continue updating with the c_models since I perfer those.
Why would you be forced to use CS:GO hands? I thought the CS:GO c_models were hand-modular to work with custom models.
[QUOTE=code_gs;46954022]Why would you be forced to use CS:GO hands? I thought the CS:GO c_models were hand-modular to work with custom models.[/QUOTE]
I am assuming the hand skeletons are different between GMod hands and CS:GO hands.
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