Ok so I have been hexing a few things from FPSbanana and some of those things are Tf2 hat replacements. Here is the problem, a lot of these have bad collision models. Example, I hexed a Scout hat and when spawned, the hat is really high in the air and in order to grab it I have to search around for an invisible part. So I want to know, is there a fix for these?
Recompile it using the reference SMD as the collision model, thats what I do for props anyway. You could faff around trying to allign to the collision model with the actual model (as it sounds as if its offset from the description), but I think my way is easier ^^
[QUOTE=Silver Spirit;18051460]Recompile it using the reference SMD as the collision model, thats what I do for props anyway. You could faff around trying to allign to the collision model with the actual model (as it sounds as if its offset from the description), but I think my way is easier ^^[/QUOTE]
Like, take a SMD from a proper collision model and put it with the decompiled broken collision model?
[QUOTE=jason278;18051556]Like, take a SMD from a proper collision model and put it with the decompiled broken collision model?[/QUOTE]
no the reference smd the one after $model or $body, put it as the name of the collision model, like this:
[code]$modelname "props\hat.mdl"
$scale 1
$body studio "hat.smd"
$cdmaterials "models\props"
$surfaceprop "metal"
$sequence idle "hat.smd" fps 1
$collisionmodel "hat.smd" {
$mass 100.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}[/code]
Where i'd guess yours has:
[code]$modelname "props\hat.mdl"
$scale 1
$body studio "hat.smd"
$cdmaterials "props\bender\"
$surfaceprop "metal"
$sequence idle "hat_seq.smd" fps 1
$collisionmodel "hat_phy.smd" {
$mass 100.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}[/code]
or something to that effect. (ignore the idle sequence smd, thats a matter of preference and me being lazy :P)
If still don't know what I mean PM me the qc and i'll alter it so you can see ^^
MDLcompiler refuses to decompile the hexed hats
[QUOTE=jason278;18051782]MDLcompiler refuses to decompile the hexed hats[/QUOTE]
Change IDST0 to IDST, with your hex editor then try :P
[QUOTE=Silver Spirit;18051812]Change IDST0 to IDST, with your hex editor then try :P[/QUOTE]
Where can I find that line in the hex editor? There is to much in there
[QUOTE=jason278;18051869]Where can I find that line in the hex editor? There is to much in there[/QUOTE]
First line ¬.¬
Doesn't seem to be there
[URL=http://filesmelt.com/][IMG]http://filesmelt.com/downloader/NOT_DER.JPG[/IMG][/URL]
In the mdl file not the program @.@ (why did you think I was talking about MDLdecompiler? :S)
[QUOTE=Silver Spirit;18052201]In the mdl file not the program @.@ (why did you think I was talking about MDLdecompiler? :S)[/QUOTE]
Oh I see, ok mine says "IDSTO" should i change it to "IDSTT"
[quote=jason278;18052227]oh i see, ok mine says "idsto" should i change it to "idstt"[/quote]
"IDST,"
(It keeps putting the capitals into lowercase ~.~)
[QUOTE=Silver Spirit;18052244]"IDST,"
(It keeps putting the capitals into lowercase ~.~)[/QUOTE]
nope still doesn't work
Everything looks right
[URL=http://filesmelt.com/][IMG]http://filesmelt.com/downloader/Pissing_me_off.JPG[/IMG][/URL]
Where it says "IDST0" there in the first 5 squares change it so it says "IDST," instead.
Edit: Humm now that I look that is a box not a 0, replace it anyway see what happens :P
[QUOTE=Silver Spirit;18052388]Where it says "IDST0" there in the first 5 squares change it so it says "IDST," instead.
Edit: Humm now that I look that is a box not a 0, replace it anyway see what happens :P[/QUOTE]
5 squares? I only have 3
[b]Edit[/b]
this is really confusing and complicated, I think I will stick to making them effects instead
[QUOTE=jason278;18052467]5 squares? I only have 3
[b]Edit[/b]
this is really confusing and complicated, I think I will stick to making them effects instead[/QUOTE]
That'll work. send me one of them and i'll see if I can get it to work (though you will have to figure this out if you want to decompile anything that was compiled for OB).
And theres definately 5 characters at the start of the first line in your pic that are the ones i'm refering to (appart from the 0 which is weird).
First off i don't see how hexing something would make the collision model go bad. Second off you need to open up the file and change "IDST0" to "IDST," so your changing the 0 to a comma.
[QUOTE=Mr.123;18052613]First off i don't see how hexing something would make the collision model go bad. Second off you need to open up the file and change "IDST0" to "IDST," so your changing the 0 to a comma.[/QUOTE]
The comma works, it now decompiled properly
[QUOTE=jason278;18052651]The comma works, it now decompiled properly[/QUOTE]
But thats what I said to do 3 times @.@
[QUOTE=Silver Spirit;18052685]But thats what I said to do 3 times @.@[/QUOTE]
Oh I see it now in your post, my fault. Sorry about that, I thought you inserted it there as part of the sentence
[QUOTE=jason278;18052705]Oh I see it now in your post, my fault. Sorry about that, I thought you inserted it there as part of the sentence[/QUOTE]
But its in quotations exactly so you wouldn't think that Y.Y but no worries you know now :P
(I didn't rate you dumb, incase you thought that, is there a bot again or is someone just being annoying?)
[QUOTE=Silver Spirit;18052723]But its in quotations exactly so you wouldn't think that Y.Y but no worries you know now :P
(I didn't rate you dumb, incase you thought that, is there a bot again or is someone just being annoying?)[/QUOTE]
It was me, I deserve it
Anyways, the model doesn't seem to spawn but when I hit Z it says I deleted a prop
I re-named "PHYSmodel.SMD" to "Hat.SMD" and I changed the name in
My QC
[code]$cd "C:\Documents and Settings\HP_Administrator\My Documents\Compiler\Baseball"
$modelname "Snorke\items\heavy\Googlesheavyhex.mdl"
$model "Body" "snorkel.smd"
$cdmaterials "\models\Snorke\items\heavy\"
$cdmaterials ""
$texturegroup skinfamilies
{
{"snorkel.vmt"
"snorkel_glass.vmt"
"models/Snorke/items/heavy/snorkel.vmt"
}
{"snorkel.vmt"
"snorkel_glass.vmt"
"snorkel_blue.vmt"
}
}
$hboxset "default"
$hbox 0 "bip_head" -5.005 -10.452 -9.172 5.005 0.352 3.361
// Model uses material "snorkel.vmt"
// Model uses material "snorkel_glass.vmt"
// Model uses material "models/Snorke/items/heavy/snorkel.vmt"
// Model uses material "models/snorke/items/heavy/snorkel_glass.vmt"
// Model uses material "snorkel_blue.vmt"
$surfaceprop "plastic"
$illumposition 0.000 -0.448 84.611
$sequence idle "idle" loop fps 30.00
$collisionmodel "hat.smd" {
$mass 5.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00[/code]
My folder
[URL=http://filesmelt.com/][IMG]http://filesmelt.com/downloader/Folder.JPG[/IMG][/URL]
humm that suggests there's something wrong with the materials, but it shouldn't due to you using materials that worked before... Maybe hexing it broke the SMD... try recompiling it without changes and test it, see if it has the same result.
I reverted everything back the original collision the "PHYSmodel.SMD" or whatever its called and it still spawns missing
[QUOTE=jason278;18066108]I reverted everything back the original collision the "PHYSmodel.SMD" or whatever its called and it still spawns missing[/QUOTE]
humm, try decompiling the non-hexed version and try that, if that doesn't fix it, i really don't know whats wrong :S
[QUOTE=Silver Spirit;18066159]humm, try decompiling the non-hexed version and try that, if that doesn't fix it, i really don't know whats wrong :S[/QUOTE]
I think I will stick to making them effects for now but I will keep trying at fixing the collisions
Sorry, you need to Log In to post a reply to this thread.