• Re-skin CS:S Vending Machines to look like the ones from Vampire the Masquerade: Bloodlines (SKINS I
    12 replies, posted
I've been porting sm_medical_1 from Vampire the Masquerade: Bloodlines to Counter-Strike: Source Zombie Mod. I knew I wasn't going to be able to transfer the models from the game so I took the CS:S vending machine model and skin and overlayed the Vampire the Masquerade: Bloodlines version over it. Here they are: I want to be able to open the model viewer in hammer editor and see more than one skin under the Vending Machine. [IMG]http://i.cubeupload.com/N73cV7.png[/IMG] Credits will be given to the person that helps me with this in the release of the map. Here's the original Vending Machine [IMG]http://i.cubeupload.com/UfwaWe.jpg[/IMG] Vending Machine Skin 2: [IMG]http://i.cubeupload.com/7fM1S3.jpg[/IMG] Vending Machine Skin 3: [IMG]http://i.cubeupload.com/TP09wL.png[/IMG]
The map is finished all I need is these vending machines : \ If no one wants to do it then please tell me how I can do it myself!
decompile the mdl, edit the qc then recompile. [url]https://developer.valvesoftware.com/wiki/Multiple_Skins_for_a_Single_Model[/url]
Thanks man I'll give it a try. This will work server-side right?
If the server has it and makes people download it, yeah. If you're making the map, you can just pack the models in with the .bsp file. [editline]18th February 2013[/editline] [url]https://developer.valvesoftware.com/wiki/Pakrat[/url]
Ok I de-compiled the originla vending machine model, here's what my .QC says [CODE]$cd "props\cs_office\" $modelname "props\cs_office\Vending_machine.mdl" $model "Body" "Vending_machine.smd" $cdmaterials "models\props\cs_office\" $texturegroup skinfimilies { { "Vending_machine01a.vmt" } { "Vending_machine01b.vmt" } } $hboxset "default" $hbox 0 "static_prop" -24.000 -22.636 0.000 24.000 18.000 84.000 // Model uses material "Vending_machine.vmt" $surfaceprop "metal_box" $illumposition 0.000 -2.318 42.000 $sequence idle "idle" act_idle 1 fps 30.00 $collisionmodel "phymodel.smd" { $concave $mass 100.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } [/CODE] Now how do I re-compile it? [editline]18th February 2013[/editline] [QUOTE=A big fat ass;39628124]If the server has it and makes people download it, yeah. If you're making the map, you can just pack the models in with the .bsp file. [editline]18th February 2013[/editline] [url]https://developer.valvesoftware.com/wiki/Pakrat[/url][/QUOTE] I'm going to pakrat it into the map, I know how to do that part. Thanks though.
drag your qc file onto studiomdl.exe
Dragged it on and this is what it said: [CODE]$cd "props\cs_office\" $modelname "props\cs_office\Vending_machine.mdl" $model "Body" "Vending_machine.smd" $cdmaterials "models\props\cs_office\" $texturegroup skinfimilies { { "Vending_machine01a.vmt" } { "Vending_machine01b.vmt" } } $hboxset "default" $hbox 0 "static_prop" -24.000 -22.636 0.000 24.000 18.000 84.000 // Model uses material "Vending_machine.vmt" $surfaceprop "metal_box" $illumposition 0.000 -2.318 42.000 $sequence idle "idle" act_idle 1 fps 30.00 $collisionmodel "phymodel.smd" { $concave $mass 100.0 $inertia 1.00 $damping 0.00 [/CODE] Now what? [editline]18th February 2013[/editline] It also said it couldn't read the QC file? [editline]18th February 2013[/editline] I put the QC file on my desktop instead of dragging it from the props\cs_office folder and it worked. Now I've put it back into the cs_office folder
try taking the ".vmt" out of the skin names in the $texturegroup section?
Here's a picture of the model in model viewer But the two skins aren't appearing. [IMG]http://gyazo.com/7271696d0ae33c9d73a181667d03946e.png?1361162756[/IMG] [editline]18th February 2013[/editline] [IMG]http://gyazo.com/3b0074b82c31d0173ced7e0d42b5bbca.png?1361163138[/IMG] [IMG]http://gyazo.com/7e8757efe36e3da7d8804689999c3aa4.png?1361163154[/IMG] Anyone?
Okay, I think I see what your issue is. You have a texture called "vending_machine" applied. Your $texturegroup says that the main texture is called "Vending_machine01a". Texture groups work by having the first line be the texture(s) that are currently applied to the model, then each line after that is what will replace the textures. If you want the default CSS skin plus the Vampire Masquerade skins, you should change it to this: [code] $texturegroup skinfamilies { { "Vending_machine" } //this should be the default CSS texture { "Vending_machine01a" } //this should be one of the Vampire skins { "Vending_machine01b" } //this should be the other Vampire skin } [/code] You also misspelled skinfamilies.
[url=https://www.dropbox.com/s/uzz45qc31bhz63d/vampire_vending.zip]Here you go[/url] I didn't spend much time on it as it's 4am so no skin selection, hope 2 separate models is fine. I tried the texturegroups but I was getting a bug where it just showed the original so I kind of just gave up and made them separate models. I didn't check it in game so let me know if it doesn't work. Edit: Almost forgot it relies on the original vending machines reflection file so if your users don't have it they are going to be seeing a purple black checkerboard glare. If you want to just remove/fix it checkout the vmts for the models.
Thanks man, I'm downloading now! [editline]23rd February 2013[/editline] This is great, but I need the front of them to glow like the regular vending machines. I have no clue how to do this, any help? [editline]23rd February 2013[/editline] Here's a picture of it in-game. [thumb]http://i.cubeupload.com/5oK3tS.png[/thumb] [editline]23rd February 2013[/editline] Here's a picture of what they looked like in the original game. [thumb]http://static.giantbomb.com/uploads/original/0/378/2004004-vendingmachines.jpg[/thumb]
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