• VMF to SMD - An alternative to Propper
    10 replies, posted
[QUOTE] VMF to SMD (V2) is a rather simple program, which is effectively a "Map to Model" converter. It can convert Valve Map Files or Generic Maps to reference Studio Model Data files, for use with Valve's Studio Model Compiler. This tool is aimed mainly at mappers, who want to create large-scale surrounding models for their maps. It is also aimed at modellers, who want to start off from a simple, Hammer-generated map-scale model, and carry on with the details from there. I also understand that many find map editors much easier to work with than model editors. However, anyone who has use for this application should by all means use it. [/QUOTE] Basically, this program acts as a Steampipe alternative to Propper made by [B]UltimateSniper[/B]. You can convert brush-based objects into an actual .SMD file. All texture coordinates are saved, and .VMT files that are used can be copied over to your texture - all you need is to make it "VertexLitGeneric" and "$model 1". Nodrawed faces are culled, so they're not converted. You can also exclude certain textures from converted as well! Here is an example. I made a door frame as a separate .VMF, and converted it into an actual model. [T]http://gyazo.com/127c8d8d1da107f7109ade28bc12b484.png[/T] [T]http://gyazo.com/2ff83274c372e624e8e03651577fac79.png[/T] However, I haven't found out how to make collision model yet. Maybe someone will find out.~ For more information, see [B][url]https://developer.valvesoftware.com/wiki/VMF_to_SMD[/url][/B].
Can't wait to try it out!
You can edit the qc to make it use itself as a collision model Or make it by hand
[QUOTE=mdeceiver79;43322792] Or make it by hand[/QUOTE] How could you do that?
[QUOTE=mdeceiver79;43322792]You can edit the qc to make it use itself as a collision model[/QUOTE] What is the qc command for this? I Never managed to figure it out.
[code] $cd "C:\Users\...\Dropbox\newtrees\duvk\tree002a" $staticprop $modelname "fulcrum\tree001d" $scale "3" $body "Body" "high" $cdmaterials "fulcrum\" $sequence idle "col" $surfaceprop "wood" $collisionmodel "col.smd" { $concave } $lod 70 { replacemodel "high.smd" "med.smd" } $lod 120 { replacemodel "high.smd" "low.smd" } [/code] [code] $collisionmodel "col.smd" { $concave } [/code] col.smd is your model concave means its not shrink wrapped. Custom collision models should be simplified. Having them too complex causes it to throw an error. There is an override but I don't have it to hand. A simple door like above should be fine though. [editline]27th December 2013[/editline] [QUOTE=Kickin Balls;43323114]How could you do that?[/QUOTE] Either use the same smd for the collision model. OR make a simplified version of your model, export in the method outlined in OP. This smd can then be used in the qc file as the collision model.
It's fantastic to see an alternative, finally. It was really needed!
Nice to see an alternative! Hopefully it will be updated with Collisions? :)
It would have been great if it just compiled to .MDL right away. Great job though, you are so far the closest to recreating Propper for 2014.
I haven't created the program, UltimateSniper did. :o I'm just sharing it.
[QUOTE=TFlippy;43417906]I haven't created the program, UltimateSniper did. :o I'm just sharing it.[/QUOTE] Just in case he reads this topic then. :P Thx for sharing it with us, TFlippy.
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