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Decompilling models
http://sc.cartman-2000.net/forum/viewtopic.php?f=20&t=369
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Author:  The alien [ Sun Mar 22, 2009 2:45 pm ]
Post subject:  Decompilling models

I whant to get some models from other games working with sven I know I would have to decompile the model with MS3D,but will I have to create the anims or well....basically how would I get them workin with sven?

Author:  cartman-2000 [ Sun Mar 22, 2009 3:02 pm ]
Post subject:  Re: Decompilling models

if it has the same bone structure as one of the models that came with sven4.0 you can rip the anims out of the sc4 model and copy them over, you'd also have to copy over and replace the anim list in the other model's .qc file as well. MS3d is a little buggy decompiling models, it can cause the textures to shift off by a couple pixels, plus it has problems decompiling models with transparent textures.

Author:  impcnrd [ Thu Apr 02, 2009 12:40 am ]
Post subject:  Re: Decompilling models

use charactor fx for model animations
i haven't used it yet but its free
you have to export it as a asci text document from milkshape
ONLY THE SKELETON THOUGH
DON'T EXPORT IT WITH THE ACTUAL MODEL

Author:  Marb750 [ Thu Apr 02, 2009 11:33 pm ]
Post subject:  Re: Decompilling models

MS3D has a 30-day trial period, but the decompiler/recompiler works after the trial period expires (you just can't save any edited model references after that time). Pretty much all you need - along with a model that you can pull all of the updated animations from.

Just a note: as well as the new weapon animations, almost ALL of the previous animations have been modified or updated in some way for the 4.0b player models... so you'll want to replace ALL of the animations just to be on the safe side.


I know there's a million tutorials on models, but here's a quick and easy method (with MS3D):
1. take your model that you want to convert, along with a 4.0b model and copy them both into a separate folder (preferably a new empty folder)
2. decompile the 4.0b model, but only check-mark "Sequences" (animations) and "QC," un-check "References" and "Textures"(->Tools->Half-Life->Decompile Normal HL MDL File...after you browse to the model, a box will pop up)
3. decompile the other model but only un-check "Sequences"
4. open up both QC files in a text editor or in MS3D (opens in notepad) and replace the "Attachments" and "Animations" sections in the other model's QC from the 4.0b QC. Save the modified QC file.
5. compile model using the modified QC and there you go! (->Tools->Half-Life->Compile QC File...)
6. check out model in a model viewer, then test it out in-game via 3rd-person view
7. if it "moonwalks," decompile and recompile model with MS3D changing NOTHING and it should be ok after that. You might also want to check the texture alignment and adjust as needed - this can be done with a model viewer.



I've had pretty good luck so far with MS3D for player models (aside from the UV/texture shift issue). I've found that the big issues come when you get into weapon "view" models - especially the new 4.0b weapons with several separate reference smd's. But that's another topic...

The biggest problem I've found with player models, is with them doing the "moonwalk" - meaning they they're running forward when you're moving backward. I asked about it over at the HIT forums, but no one knew how to "properly" fix it. All I know is that decompiling/recompiling twice seems to fix it for the most part - I think it has something to do with the animations being "married" to the reference skeleton the second time around. And for some reason, the UV/texture shift issue doesn't seem to affect it as much the second time (if at all in some cases).

One other thing - if you can't get it to compile, try GuiStudioMDL - it seems to be a little better at reporting errors so you can fix what needs to be fixed.

BTW, TS (The Specialists) models are BY FAR the most difficult models to convert - the model's bones are labeled in Italian (I think) so the reference smd has to be completely re-rigged or all of the bones need to be renamed to match the SC animation bones. And then the rigging usually looks messed up anyway...

Sorry for being so long-winded, but it's something I tend to do sometimes... :/
BTW, to make up for the long-winded-ness, here's a model in my "to-do" list that I just did in the middle of writing this :D
10k+ polys of fun!!! (I only converted it and adjusted the texture - someone else converted it to SC3.0 anims; and I haven't tested it in-game, yet)

Attachments:
exoskeleton.jpg
exoskeleton.jpg [ 15.92 KiB | Viewed 12450 times ]
exoskeleton.zip [858.92 KiB]
Downloaded 437 times

Author:  cartman-2000 [ Fri Apr 10, 2009 12:28 pm ]
Post subject:  Re: Decompilling models

lol, that model has more polys then most hl2 npc models, it would be kind of bad having 12 people on a server using this model, e_poly of around 125k 8O .

Author:  impcnrd [ Sun Apr 12, 2009 3:21 pm ]
Post subject:  Re: Decompilling models

whose model is that??!?!?!!?!?!?! :!: :?:

Author:  Marb750 [ Sun Apr 12, 2009 5:35 pm ]
Post subject:  Re: Decompilling models

impcnrd wrote:
whose model is that??!?!?!!?!?!?! :!: :?:
I think it's from the game S.T.A.L.K.E.R.: Shadow of Chernobyl. Which, from what I've heard, has ok'd the use of their content for non-profit/non-commercial uses... sort of like what Microsoft did (see here for the MS/XBOX version).

Author:  The alien [ Sat Apr 18, 2009 4:25 pm ]
Post subject:  Re: Decompilling models

I have a free modeling program called "Gmax" ill use it. But theres this model I whant to edit and how do I import it then decompile it. its in its .mdl format

Author:  cartman-2000 [ Sat Apr 18, 2009 4:42 pm ]
Post subject:  Re: Decompilling models

Marb750 wrote:
impcnrd wrote:
whose model is that??!?!?!!?!?!?! :!: :?:
I think it's from the game S.T.A.L.K.E.R.: Shadow of Chernobyl. Which, from what I've heard, has ok'd the use of their content for non-profit/non-commercial uses... sort of like what Microsoft did (see here for the MS/XBOX version).

that model is from S.T.A.L.K.E.R.: Shadow of Chernobyl, you won't see it to later in the game though(after the first couple areas you can go to.).

Author:  The alien [ Sat May 02, 2009 9:33 am ]
Post subject:  Re: Decompilling models

Marb750 wrote:
MS3D has a 30-day trial period, but the decompiler/recompiler works after the trial period expires (you just can't save any edited model references after that time). Pretty much all you need - along with a model that you can pull all of the updated animations from.

Just a note: as well as the new weapon animations, almost ALL of the previous animations have been modified or updated in some way for the 4.0b player models... so you'll want to replace ALL of the animations just to be on the safe side.


I know there's a million tutorials on models, but here's a quick and easy method (with MS3D):
1. take your model that you want to convert, along with a 4.0b model and copy them both into a separate folder (preferably a new empty folder)
2. decompile the 4.0b model, but only check-mark "Sequences" (animations) and "QC," un-check "References" and "Textures"(->Tools->Half-Life->Decompile Normal HL MDL File...after you browse to the model, a box will pop up)
3. decompile the other model but only un-check "Sequences"
4. open up both QC files in a text editor or in MS3D (opens in notepad) and replace the "Attachments" and "Animations" sections in the other model's QC from the 4.0b QC. Save the modified QC file.
5. compile model using the modified QC and there you go! (->Tools->Half-Life->Compile QC File...)
6. check out model in a model viewer, then test it out in-game via 3rd-person view
7. if it "moonwalks," decompile and recompile model with MS3D changing NOTHING and it should be ok after that. You might also want to check the texture alignment and adjust as needed - this can be done with a model viewer.



I've had pretty good luck so far with MS3D for player models (aside from the UV/texture shift issue). I've found that the big issues come when you get into weapon "view" models - especially the new 4.0b weapons with several separate reference smd's. But that's another topic...

The biggest problem I've found with player models, is with them doing the "moonwalk" - meaning they they're running forward when you're moving backward. I asked about it over at the HIT forums, but no one knew how to "properly" fix it. All I know is that decompiling/recompiling twice seems to fix it for the most part - I think it has something to do with the animations being "married" to the reference skeleton the second time around. And for some reason, the UV/texture shift issue doesn't seem to affect it as much the second time (if at all in some cases).

One other thing - if you can't get it to compile, try GuiStudioMDL - it seems to be a little better at reporting errors so you can fix what needs to be fixed.

BTW, TS (The Specialists) models are BY FAR the most difficult models to convert - the model's bones are labeled in Italian (I think) so the reference smd has to be completely re-rigged or all of the bones need to be renamed to match the SC animation bones. And then the rigging usually looks messed up anyway...

Sorry for being so long-winded, but it's something I tend to do sometimes... :/
BTW, to make up for the long-winded-ness, here's a model in my "to-do" list that I just did in the middle of writing this :D
10k+ polys of fun!!! (I only converted it and adjusted the texture - someone else converted it to SC3.0 anims; and I haven't tested it in-game, yet)


uh oh, this is bad. I did what you said did evreything right but this poped up in MS3D "\Users\Phillip\Desktop\spaceman\/run2.smd doesn't exist"

Author:  cartman-2000 [ Sat May 02, 2009 10:46 am ]
Post subject:  Re: Decompilling models

Then you probably didn't get all of the animations from the sc4 model copied over to the other model.

Author:  The alien [ Sat May 02, 2009 11:18 am ]
Post subject:  Re: Decompilling models

I think somethings mest up, I tried to decompile NS models to sven and I copied evreything in there but it still dont work

Author:  Myo [ Sun May 03, 2009 12:00 am ]
Post subject:  Re: Decompilling models

I'm trying to take a try at this but i cant even decompile anything lol, something wrong with the mdldec.exe. All I'm trying to do is edit the model of the artic_swat model and seeing if I can fix that model because it has the old sven 3.0 animations.

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