Updating my 4 year old compiling tutorial
What will I go over?
- Source Compiling [SFM-GMOD]
- Bodygroups [SFM-GMOD]
- Skingroups [SFM-GMOD]
- Importing materials [SFM-GMOD]
- Ragdoll porting(Will not go into VTA and eye posing right now.) [GMOD]
- Prop Porting
ADDED $illumposition Tutorial 1/4/17
Setting up crowbar
You should have SFM, Source SDK and Source SDK base 2013 multiplayer installed for compiling.
http://i.imgur.com/nnrNLSD.png[/t]
Source Compiling
What will you need?
Crowbar Compiler
For this tutorial I will be porting something george_sears requested.
Let’s Get started, I’m going to keep it as simple as possible.
Step 1. Get your model Ready and apply the materials where they need to be, and rename the bones to valve or bip biped.
[t]http://i.imgur.com/UWb27qc.png[/t]
Step 2. If your model has bodygroups, export them separately.
The QC code for bodygroups will be in the compiling step
[t]http://i.imgur.com/9WzBXCg.png[/t]
Step 3.
[Skip to step if your compiling for sfm]
Creating a Physics model - [GMOD]
hide anything but the head, spines, arms, hands, legs and feet bones.
I just reuse a phys model i have on hand and shape it to the model.
[t]http://i.imgur.com/PbNGoyy.png[/t]
Now add a skin modifier to the phys model, Make sure your settings match the one in the picture. [Verts and select element]
You then weight the phys model.
[t]http://i.imgur.com/X7jjEZP.png[/t]
Take time to check if your phys model is properly weighted
[t]http://i.imgur.com/9UElip2.gif[/t]
Step 4. Compiling for SFM or GMOD [Yes I know both QCs work regardless of being GMOD or SFM, but for the sake of comprehension I’m separating them.]
Select the SFM tab to compile for sfm, the gmod compiler works to but you will then have to move your model to the usermod folder in sfm, but it could also be used to compile stuff that wont compile with the sfm compiler[usually high poly stuff]
SFM QC
$modelname "mymodel.MDL"
$model "Base" "Base.smd"
$cdmaterials "models\mymodel\"
$mostlyopaque
$surfaceprop "default"
$illumposition 0.000 4.169 0.000
$sequence ragdoll "Base" ACT_DIERAGDOLL 1 fps 30.00
GMOD QC
use this tab in the game compiler option tab
$modelname "Rin\Tutorialgmod.MDL"
$model "Base" "Base.smd"
$bodygroup frontmag
{
studio "body1.smd"
studio "body2.smd"
}
$cdmaterials "models\Rin utorial\"
$texturegroup skinfamilies
{
{ "Dwarf_Majestic_Armor_00_dn" }
{ "Dwarf_Majestic_Armor_01_dn" }
}
$mostlyopaque
$SurfaceProp "default"
$Contents "default"
$illumposition 0.000 -0.000 42.137
$sequence "ragdoll" "base.smd" {
fps 30
activity "ACT_DIERAGDOLL" 1
}
$CollisionJoints "phys.smd"
{
$mass 25
$inertia 10
$damping 0
$rotdamping 4
$rootbone "ValveBiped.Bip01_Pelvis"
$noselfcollisions
}
For bodygroups or skingroups add these into the qc
$bodygroup name
{
studio "bodygroup1.smd"
studio "bodygroup2.smd"
}
$texturegroup skinfamilies
{
{ "Dwarf_Majestic_Armor_00_dn" }
{ "Dwarf_Majestic_Armor_01_dn" }
}
Its compiled! Now to add the textures and make materials
[t]http://i.imgur.com/ZrLPd3W.png[/t]
Now to import your textures, usually these are good settings.
You can use the batch importer to convert a handful of textures to VTF, its easy to set up.
[t]http://i.imgur.com/wZNHRHw.jpg[/t]
Heres a VMT template
I wont go into materials but theres a lot of useful stuff in the source engine wiki,
https://developer.valvesoftware.com/wiki/$phong
"VertexLitGeneric"
{
"$baseTexture" "models\Rin utorial\Dwarf_Majestic_Armor_01_dn"
"$bumpmap" "models\Rin utorial\Dwarf_Majestic_Armor_02_no"
"$phongexponent" "1"
"$phongalbedotint" 1
"$phong" "1"
"$phongboost" "1"
"$phongfresnelranges" "[1 1 1]"
"$nocull" "1"
}
After your materials are placed in the right folder and VMTS are assigned check to make sure skingroups and bodygroups work
https://a.pomf.cat/qykvin.webm[/vid]
Your pretty much done SFM wise.[excluding VTA, eye posing and probably something else]
[t]http://i.imgur.com/HPnOz1v.jpg[/t]
If your porting for GMOD your still almost done, It’s time to make constraints [I wont be making a VTA or eye posing tutorial right now]
Go over to the physics tab in HLMV
Your mostly going to be using, Min, Max, Test, and X Y Z, and also the drop down menu for each bone to assign constraints to a specific bones axis’ [Do this by dragging the min and max sliders and use test to view it in HLMV, you can also use link to make min and max share the same value, highlight to highlight which part of the phys model your assigning constraints to.]
[t]http://i.imgur.com/a2X9KX4.png[/t]
And your done! if need be just tweak constraints.[mine are terribad]
[t]http://i.imgur.com/YeFJJIi.png[/t]
Source files for people to mess with/reference
a.pomf.cat/lyfmws.zip
happy new years
ADDED 4/10/17
Colored Specular in source, works for gmod and sfm
ADDED 5/1/17
Using wunderboys vta plugin
sample files: https://puu.sh/vCkV7.zip
ADDED 10/30/17
WEIGHT PAINTING IN 3DSMAX