I'm not even sure this will be allowed, since this info might help people steal stuff. If it isn't, feel free to lock this thread and I won't ask again.
Is there a smooth workflow for decompiling models from source engine back to a useful, moddable 3d object, such as Wavefront .obj? I know of the mdldecompiler, but that only gets me as far as the three 3d files, compiled textures, and the qc file.
Before people accuse me of hacking their stuff, I'm trying to find out this info because there are quite a few requests where people have handed out the link to a compiled Source Engine model, and asked for simple tweaks like re-rigging or texture changes. I'm just wondering if these requests are even possible to fill, or if you can only modify stuff when you have the original modeled 3d object in a modeler.
Last night, I did attempt to decompile something, but I couldn't get the bones to come through.(I was using a blender import script for this attempt, and it only grabbed the model and texture mapping.) I'm wondering now what other people's workflow for this sort of thing looks like. Do you have to really do all the rigging and animating from scratch, or is there a better tool to use?
In short, how do you go about decompiling something out of source so you can modify it in a modeler?
You need a modelling program with full .smd importing and exporting capabilities, like XSI or MilkShape 3D.
I have XSI Mod Tool, but I cannot import .smd files, only export them. The Mod Tool simply doesn't have the option under import, even after installing Valve's plugins. It's probably a pro only feature or something.
I know about Milkshape 3d, but I can't afford it and my trials ran out(tried it as a modeling tool a long time before Gmodding).
It looks like I'd have to buy Milkshape 3d sometime in the future to be able to do it then.
Thanks for the help.
There's a perfectly working .smd importer and exporter for 3ds max. Although 3ds max isn't free.
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