• Web Based Model Compiler
    16 replies, posted
[url]http://www.hamaloo.co.uk/sourcemdl/[/url] Hi, I've created a web based model compiler that will also generate the QC for you. This is mainly aimed at people new to compiling models with not much experience and to help them through the process. More advanced users may also find a use for it. You simply upload your files (ZIP'ed) and then after a few clicks you model will be compiled. You then download the files and then extract them to the game/mod model directory. The QC option requires that you name your files in a specific way for it to work. Over time I will expand the amount of compile optiosn available. The QC generate option is mainly suited for simple things like props. More advanced things such as NPCs are a bit too complex although I will look into it. If anyone finds this useful or have any problems/finds any bug, please e-mail me. My address can be found at the bottom of the link page.
max 1 meg? your better off using Studio Compiler, and it has a lot more functionality... even if it is a pain to get working...
GUIStudioMDL is best In my opinion.
We generally use "_seq" for sequence/animation SMDs not "ani_" as you have made it. That or just call it ragdoll. Also generally if you are compiling a simple prop you will just use the reference SMD for the sequence and the collision model as nothing extra is needed really.
You also have some minor naming issues on the descriptions [quote] Animations: Should be named with the prefix 'ani_'. Example: [B]ami[/B]_lookleft.smd, [B]ami[/B]_lookright.smd, [B]ami[/B]_run.smd, etc [/quote] Taken from the main page
[QUOTE=wraithcat;24086066]You also have some minor naming issues on the descriptions Taken from the main page[/QUOTE] wait yes that's spelt wrong aswell, didn't see that. Still think its completely wrong though.
[QUOTE]max 1 meg? your better off using Studio Compiler, and it has a lot more functionality... even if it is a pain to get working...[/QUOTE] I did say that it was mainly intended for users new to compiling. A more experience person such as yourself may not so much. :) [QUOTE]We generally use "_seq" for sequence/animation SMDs not "ani_" as you have made it. That or just call it ragdoll.[/QUOTE] ani_ is only used so when the files are checked it knows they are animations. When the models are compiled it is removed from the name. [QUOTE]Also generally if you are compiling a simple prop you will just use the reference SMD for the sequence and the collision model as nothing extra is needed really.[/QUOTE] If no animation with 'idle' in it's name is present then it will assume that there isn't one and create one with the reference mesh like you said. For the collision model simply copy it and rename it with the _phy suffix. :) [QUOTE]You also have some minor naming issues on the descriptions[/QUOTE] Didn't see that, woops. I'll change it to '_seq' if that is the standard.
Well, i have to commend you on making a web-based compiler though, i assume it was no small feat yes?
I like how it has full collision option I've never seen that is it like the whole model is like the phys model or u need a phys model?
[QUOTE=xxXAcePilotXxx;24092412]I like how it has full collision option I've never seen that is it like the whole model is like the phys model or u need a phys model?[/QUOTE] studio MDL can do the same thing...
lol can GUIStudioMDL <---- noob at phy models
I think it's neat it's web-based though.
[QUOTE]Well, i have to commend you on making a web-based compiler though, i assume it was no small feat yes?[/QUOTE] Getting it to work properly on the web host was probably the hardest challenge. I'm trying to better my web development skills so I thought I may as well spend it on something that could atleast be usefull in someway.
Well, i have yet to try it for myself, but i'd say you at an A for makin this and all
[QUOTE=xxXAcePilotXxx;24093610]lol can GUIStudioMDL <---- noob at phy models[/QUOTE] GUIstudiomdl is a GUI for valve compiler. and it's pro when you know what you are doing.
*A shamefull bump* For anyone interested, I have updated the compiler to now automatically create all the VMTs associated with the model. It'll create a seperate folder for the materials and place them in the correct directory so you don't have to. The code inside the VMT is only the basic to get a texture to show up on your model (VertexLitGeneric) and you'll need to edit it to add more. I'm unsure as whether to include a placeholder VTF (would remove purple checker problems altogether) which you'd then replace with your VTF but will think about implementing it.
Nah just leave it like that, as that sounds quite useful :) Adding placeholder ones would not be anywhere near as good.
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