How to export Killing Floor 2/Dirty Bomb/CSGO models and import that to source 2?
18 replies, posted
I don't even know where are those models are. Do i have to use 3d ripper? And then edit that in 3ds max? I can't find anything on google.
I've been trying to do dirty bomb models, but I haven't found a good method yet
[QUOTE=RenaFox;47996056]I've been trying to do dirty bomb models, but I haven't found a good method yet[/QUOTE]
Damnit :< Do you know how/where are killing floor 2 models are? Because kf2 is on same modified ue3 engine.
source2? what are you talking about dota2?
[QUOTE=pizzadox11;47996727]source2? what are you talking about dota2?[/QUOTE]
Yeah, since Dota 2 Reborn it has source 2 hammer. Also i noticed game now uses .vmld instead of .mld
[QUOTE=Corinarh;47997229]Yeah, since Dota 2 Reborn it has source 2 hammer. Also i noticed game now uses .vmld instead of .mld[/QUOTE]
EDIT: never mind i guess i never heard about dota model editor or somethin like that
Hey, I believe source2 imports .fbx files, which can be exported by 3dsmax natively
The new model editor can import both fbx and smds, so all you need is have the models in one of these formats and import it to the model editor, it will be saved in the right format which Source 2 can use.
Search for some Dota 2 Model porting guide, i've seen a few in some places.
Killing Floor 2 has it's own thread with the models linked in there. You would normally beable to extract the models from it using uModel, but it won't allow you to get static meshes (AKA, the actual models). You can only get animations, textures, and very few sounds.
Although, someone managed to get the models from the Killing Floor 2 Alpha, so all one would do is use those with the Killing Floor 2 animations.
As for CS:GO, you can simply use [URL="http://steamcommunity.com/groups/CrowbarTool"]Crowbar[/URL] to decompile CS:GO .mdl to SMD's. You won't be able to get any animations, however.
[QUOTE=huntingrifle;47998859]Killing Floor 2 has it's own thread with the models linked in there. You would normally beable to extract the models from it using uModel, but it won't allow you to get static meshes (AKA, the actual models). You can only get animations, textures, and very few sounds.
Although, someone managed to get the models from the Killing Floor 2 Alpha, so all one would do is use those with the Killing Floor 2 animations.
As for CS:GO, you can simply use [URL="http://steamcommunity.com/groups/CrowbarTool"]Crowbar[/URL] to decompile CS:GO .mdl to SMD's. You won't be able to get any animations, however.[/QUOTE]
I just managed to put one of those models to Dota 2 hammer, also textures worked fine [url]http://i.imgur.com/HSbM0tC.png[/url]
However i want to put bf4 model which uses .dds textures and sdk doesn't let me to import them, also i tried to convert them with photoshop and it also didn't work. Any idea?
EDIT: i tried to convert that to tga/pds and pds kinda worked but only for 2024/2024 but my material/texture is 4048/2024 :<
You should put the textures in VTF format, and the resolutions are supposed to multiples of 2. Yours are "incorrect", as the first one should be 2048/2048 and the second 4096/2048.
[QUOTE=huntingrifle;48005776]You should put the textures in VTF format, and the resolutions are supposed to multiples of 2. Yours are "incorrect", as the first one should be 2048/2048 and the second 4096/2048.[/QUOTE]
Source 2 doesn't support vtf format for textures from what i see, only tga/psd/tif/png/jpg
Valve getting rid of their own texture format? Odd.
Still, I'd assume all you'd have to do is convert your textures to the right format and resolutions.
[QUOTE=huntingrifle;48009345]Valve getting rid of their own texture format? Odd.
Still, I'd assume all you'd have to do is convert your textures to the right format and resolutions.[/QUOTE]
i tried with psd and looks like even if i use 4096x2048 it cuts lower half of material and it just shows black texture... [url]http://imgur.com/a/6HVCl[/url]
EDIT: actually it doesn't cut that but texture/material is twisted anyway :<
You should make sure the vmat files are in 'materials/models/' and use the same material names as referenced in the modeling program.
[QUOTE=Leintharien;48009486]You should make sure the vmat files are in 'materials/models/' and use the same material names as referenced in the modeling program.[/QUOTE]
I think it doesn't matter how i name them or where i put them because if i gonna import any model it always show errors and i need to use Material Remap and then create material from texture.
As you can see on that imgur album 3 of textures are working - lights_mat, mtread and apgz_95_decal_m resta re not working as they should be.
If it shows errors then it means it isn't finding the material where it thinks it is.
Dota 2 is looking in the 'addon_name/materials/models' directory for .vmat files with very specific material names. If it can't find what it is looking for, it will place an error.
When you override the material, you make it use the material you want, but I have a feeling it also overrides or resets the UV coordinates as well, which is my guess as to why you're getting all that black stuff and wonky image projection. Just try copying your .vmat files over into the materials/models folder and also make sure they are exactly the same name as what shows up in Blender or 3DSMax or Maya. If the model says it needs tank_treads123 and your material file is called tank_tread123, it won't be able to find it, so make sure it is exact.
[QUOTE=Leintharien;48009536]If it shows errors then it means it isn't finding the material where it thinks it is.
Dota 2 is looking in the 'addon_name/materials/models' directory for .vmat files with very specific material names. If it can't find what it is looking for, it will place an error.
When you override the material, you make it use the material you want, but I have a feeling it also overrides or resets the UV coordinates as well, which is my guess as to why you're getting all that black stuff and wonky image projection. Just try copying your .vmat files over into the materials/models folder and also make sure they are exactly the same name as what shows up in Blender or 3DSMax or Maya. If the model says it needs tank_treads123 and your material file is called tank_tread123, it won't be able to find it, so make sure it is exact.[/QUOTE]
Looks like those textures were ripped wrong even in 3dsmax texture doesn't fit... [img]http://i.imgur.com/ByZ3rqa.png[/img]
[QUOTE=huntingrifle;48009345]Valve getting rid of their own texture format? Odd.
Still, I'd assume all you'd have to do is convert your textures to the right format and resolutions.[/QUOTE]
Actually it seems they have a new texture format which is vtex. Vtex_c is the compiled version of vtex. They probably dropped the vtf format in the new engine.
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