• How to decompile custom models with working vta's (Mainly FakeFactory Models)
    30 replies, posted
Hello all, I'm going to show you how to decompile custom models with full working facial animation mainly those Fake Factory models. Note this decompile might not re-replicate the full thing but at least you will have all the facial animation and model working. [B]Tools you will need [/B] ----------------------------------------------------------------------------------------------------------------------------- [B]Hacked MDL Decompiler[/B] (mdldecompiler_hacked.exe) [url]http://www.gamebanana.com/tools/3270[/url] [B]My Decompile Catcher[/B] (decompile_cach.exe) [url]http://projectreaper.com/res/decompile_cach.rar[/url] [url]http://cra0kalo.com/public/decompile_cach.rar[/url] [B]Netframeworks 4[/B] (dotNetFx40_Full_setup.exe) [url]http://www.microsoft.com/download/en/details.aspx?id=17851[/url] ----------------------------------------------------------------------------------------- Note: Now you got all these files place them in a new folder, or somewhere you can identify them easily. If you have netframeworks 4 installed already well obviously you don't need to download it, if your not sure just do it anyway. [B]Step1.[/B] Open up the mdldecompiler_hacked.zip and extract to one of these directories (Note: These directories may change depending on your system) [CODE]C:\Program Files (x86)\Steam\steamapps\username\source sdk base\bin[/CODE] [CODE]C:\Program Files (x86)\Steam\steamapps\username\sourcesdk\bin\ep1\bin[/CODE] Now once you have placed it inside there rename it to [CODE]mdldecompiler.exe[/CODE] [IMG]http://dl.dropbox.com/u/10798900/Pictures/tut/tut1.jpg[/IMG] Once done Double-Click to open it and see if it starts up. If you get an error [IMG]http://dl.dropbox.com/u/10798900/Pictures/tut/tut2.jpg[/IMG] Place it inside the other directory shown above ^^^ Step2. Close the decompiler now and look back to the folder you downloaded the tools to. Open up decompile_cach.rar and extract it somewhere (note: anywhere is fine) [IMG]http://dl.dropbox.com/u/10798900/Pictures/tut/tut3.jpg[/IMG] Double the the executable and it will start up and pause with text saying "looking for decompiler" [IMG]http://dl.dropbox.com/u/10798900/Pictures/tut/tut4.jpg[/IMG] Step3. Without closing any windows browse to the folder with the decompiler and run it (the decompile catcher should detect it and a black window and some other windows will appear) [IMG]http://dl.dropbox.com/u/10798900/Pictures/tut/tut5.jpg[/IMG] Now set the input to the model you would like to decompile in our case its called "male_07.mdl" Then set the output directory to the [B]INPUT[/B] folder the decompile catcher has created. [IMG]http://dl.dropbox.com/u/10798900/Pictures/tut/tut6.jpg[/IMG] Once ur ready hit "Extract" this should take a moment and once done hit ok and close the decompiler and the other windows. Step4. Browse to the output and input folders made by the decompiler catcher, you should find the fixed up files in the output folder and some corrupted ones in the input. [IMG]http://dl.dropbox.com/u/10798900/Pictures/tut/tut7.jpg[/IMG] Now take what you need and place it somewhere else your ready to start playing with the QC Step5. If your decompiling fake factory models the eyes and body are all seperate .smd files so you might need to add them to your qc [IMG]http://dl.dropbox.com/u/10798900/Pictures/tut/tut8.jpg[/IMG] Now once you have done that look down to the bit saying [CODE] eyeball righteye ValveBiped.Bip01_Head1 -1.400 -3.000 67.110 eyeball_r 1.000 4.000 BODY3 0.630 eyeball lefteye ValveBiped.Bip01_Head1 1.180 -3.000 67.110 eyeball_l 1.000 -4.000 BODY3 0.630[/CODE] ADD [CODE]HB_[/CODE] to the eyeball_r and eyeball_l so it becomes [CODE] eyeball righteye ValveBiped.Bip01_Head1 -1.400 -3.000 67.110 HB_eyeball_r 1.000 4.000 BODY3 0.630 eyeball lefteye ValveBiped.Bip01_Head1 1.180 -3.000 67.110 HB_eyeball_l 1.000 -4.000 BODY3 0.630[/CODE] Scroll a bit more down and delete all the hitboxes except the [CODE]$hboxset "default"[/CODE] Now save the qc file Step6. Browse to [CODE]C:\Program Files (x86)\Steam\steamapps\gman180\sourcesdk_content\hl2\modelsrc\humans_sdk\Male_sdk[/CODE] and take the [CODE]Ragdoll.smd[/CODE] Paste and overwrite the current one in the folder [IMG]http://dl.dropbox.com/u/10798900/Pictures/tut/tut9.jpg[/IMG] Now try a compile :) End Result [IMG]http://dl.dropbox.com/u/10798900/Pictures/myresponse1.jpg[/IMG] Special Thanks to Half-Dead for being awesome and showing me stuff
[QUOTE=cra0kalo;34286667] Special Thanks to Half-Dead for being awesome and showing me stuff[/QUOTE] <3
Thank you, this will surely come in handy.
Yes, finally don't need to be stuck on the SDK's example male_06 face anymore. [editline]21st January 2012[/editline] Oh yeah, will there be any issues if I used another model decompiler, but a more recent one?
Does this work with more recent source models, like those from L4D/L4D2?
[QUOTE=MkTbKz;34329936]Does this work with more recent source models, like those from L4D/L4D2?[/QUOTE] Yea should
[QUOTE=cra0kalo;34334536]Yea should[/QUOTE] No! i have try (crash)
What does that program actually do? And also l4d/l4d2 sadly dont work. We really need a updated decompiler.
[QUOTE=Evil-Ash;34341779]No! i have try (crash)[/QUOTE] Yes you will get a crash though it will recover the files if you use the decompile catcher
No not with l4d2 models. Here is what happen when i clic on the "extract" button and "ok" [IMG]http://filesmelt.com/dl/error28.png[/IMG] And nothing appear in the output directory
[QUOTE=Evil-Ash;34354680]No not with l4d2 models. Here is what happen when i clic on the "extract" button and "ok" [IMG]http://filesmelt.com/dl/error28.png[/IMG] And nothing appear in the output directory[/QUOTE] Error opening .smd Your trying to decompile the SMD??
[QUOTE=cra0kalo;34355729]Error opening .smd Your trying to decompile the SMD??[/QUOTE] No this happens if you try to decompile a L4D2 .MDL file.
[QUOTE=Partent Z;34327057]Yes, finally don't need to be stuck on the SDK's example male_06 face anymore. [editline]21st January 2012[/editline] Oh yeah, will there be any issues if I used another model decompiler, but a more recent one?[/QUOTE] You don't need this to decompile regular citizens.
You sure? the eye flexes like "half-closed" aren't working when recompiled.
[QUOTE=Partent Z;34361886]You sure? the eye flexes like "half-closed" aren't working when recompiled.[/QUOTE] For those to work you will need to edit the commented out lines [code] //solid gold right here man eyelid upper_right "mdldecompiler_expressions" lowerer 1 -0.11 neutral 0 0.14 raiser 2 0.19 split 0.1 eyeball righteye eyelid lower_right "mdldecompiler_expressions" lowerer 3 -0.14 neutral 0 -0.11 raiser 4 -0.02 split 0.1 eyeball righteye eyelid upper_left "mdldecompiler_expressions" lowerer 1 -0.11 neutral 0 0.14 raiser 2 0.19 split -0.1 eyeball lefteye eyelid lower_left "mdldecompiler_expressions" lowerer 3 -0.14 neutral 0 -0.11 raiser 4 -0.02 split -0.1 eyeball lefteye [/code] [IMG]http://puu.sh/epMT[/IMG] The decompiler doesn't output these
So just those lines will make the eyelids function exactly like the non-decompiled ones? It'd be really useful to retain the same faceposing abilities.
[QUOTE=Partent Z;34377176]So just those lines will make the eyelids function exactly like the non-decompiled ones? It'd be really useful to retain the same faceposing abilities.[/QUOTE] The eyelids will not function in any way. Only way to make the eyelid flexes to work is to manually recreate them.
brb recompiling all of simkas' models with working eyelids. they work.
[QUOTE=simkas;34378695]The eyelids will not function in any way. Only way to make the eyelid flexes to work is to manually recreate them.[/QUOTE] Nah, you can find the right frames to get them working. What happens when you decompile it, is that all the frame states are replaced with the closed eye state. the vta still has the rest though.
[QUOTE=wraithcat;34385642]Nah, you can find the right frames to get them working. What happens when you decompile it, is that all the frame states are replaced with the closed eye state. the vta still has the rest though.[/QUOTE] Wait, really? What frames are they supposed to be then? [editline]25th January 2012[/editline] [QUOTE=Partent Z;34378761]brb recompiling all of simkas' models with working eyelids. they work.[/QUOTE] I started giving my models working eyelids quite a while ago, only the really old stuff I did don't have working ones.
[QUOTE=simkas;34386122]Wait, really? What frames are they supposed to be then? [editline]25th January 2012[/editline] I started giving my models working eyelids quite a while ago, only the really old stuff I did don't have working ones.[/QUOTE] Simkas i'm a bit disappointed I thought you of all people would know this Let me quote Thecorp303 [QUOTE] Another thing, is put the first five flexes in this SPECIFIC order: [url]https://developer.valvesoftware.com/wiki/Character_Facial_Animation_Shapekey_Set[/url] Basically what I was trying to explain over steamchat was that when it says in the "eyelid" lines of code for example: eyelid upper_right "filename_expressions" lowerer 1 0.00 neutral 0 0.00 raiser 2 0.00 split 0.1 eyeball righteye The "lowerer 1" is referencing flex frame 01 where "raiser 2" means that its referencing flex frame 02 and neutral is 00.[/QUOTE]
This is a late bump, and not entirely related to OP, but what is the version of FakeFactory that you guys use for this? I'm looking at the various versions, but I can't decide which one would be the simplest to use. (Plus, in honesty, I don't know which one has the best facemaps and models anyway)
[QUOTE=itak365;34527340]This is a late bump, and not entirely related to OP, but what is the version of FakeFactory that you guys use for this? I'm looking at the various versions, but I can't decide which one would be the simplest to use. (Plus, in honesty, I don't know which one has the best facemaps and models anyway)[/QUOTE] CM11
Really late bump but i'm interested in how to do a "catcher" for other purposes primarly for catching animations smds on viewmodels or player animations (tf2)?
Say, this should be useful for the pony models too.
Could someone reupload My Decompile Catcher? Link is dead...
Hey, I am having lots of troubles with decompiling Fakefactory's models, any help, please? [url]http://facepunch.com/showthread.php?t=1299883[/url]
[IMG]http://i.imgur.com/hmiAMD8.png[/IMG] What does this even mean.
[QUOTE=Ulala;41883003][IMG]http://i.imgur.com/hmiAMD8.png[/IMG] What does this even mean.[/QUOTE] your extracting from the steam .gcfs which aren't usable because of the Steampipe.
[QUOTE=uaredead2020;41883067]your extracting from the steam .gcfs which aren't usable because of the Steampipe.[/QUOTE] The model I'm trying to decompile isn't even from a gcf, it's a standalone model (hi maxofs2d). So, what do I do, then?
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