Altering Compiled Models Created 17 years ago2006-06-20 20:25:20 UTC by TawnosPrime TawnosPrime

Created 17 years ago2006-06-20 20:25:20 UTC by TawnosPrime TawnosPrime

Posted 17 years ago2006-06-20 20:25:20 UTC Post #186154
Ok, I want to customize a model (mostly just changing it's skin). Originally, I used StudioCompiler to decompile the map and was going to use XSI to modify the model. However, when I import the SMD file, I get nothing. I can't see the model. I beleive I'm importing the right one (I sometimes get multiple). How can I fix this? Also, do I need to decompile/import the model to change it's skin?
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 17 years ago2006-06-20 20:36:39 UTC Post #186155
Are you decompiling the wrong mdl files? Use the gunname_ref.smd file for importing. As for the reskinning: Reskin it, compile the skin, place it in its proper directory, and specify the directory in the .qc file. Its very simple.
Posted 17 years ago2006-06-21 00:18:25 UTC Post #186163
K...I think I'm getting the hang of it now. Thanx
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 17 years ago2006-06-21 00:53:54 UTC Post #186166
Depending on how abrupt your changes are gonna be, you don't need o decompile the model at all. All model textures are stored seperately to the model in the GCF files. Here's an example:

Let's say you want to change the skin of one of the human rebel models in HL2. All you'd need to do is open the Source Materials GCF, go to hl2/materials/models/Humans/ and then choose the appropriate folder and model. From here, you can extract the VTF file for whatever model you wish to edit and then edit it (you'll need to convert the file to something that image editing programs can open, that or get the VTF plugin for Photoshop which I believe is floating around).

Once you've done the editing, you'll need to put the vtf file in the correct place. For the above example, it'd be something like "Steam/SteamApps/username/half-life 2/hl2/materials/models/Humans/etc etc". Basically, anything that has the same file name as a file in the GCF (and in the correct place) will replace the file in the GCF. So if you have "skin.vtf" in the "materials/example" folder in the GCF and "skin.vtf" in the "materials/example" folder in the HL2 folder, HL2 will use the one in the folder, not the one in the GCF.

You can basically make colour changes to the skins and other minor stuff (adding bits of extra detail and whatnot) as the skin will re-map itself in the exact same way it always did.
AJ AJGlorious Overlord
Posted 17 years ago2006-06-21 10:23:10 UTC Post #186234
ok. Thanx for that info Ant. My planned changes are going to be for a model from Dystopia. The Jack-In model (used to enter cyberspace) currently comes in 3 varieties: Punks (grity, no symbol), Corps (Datatrust corporate logo) and Public (upside down question). I wanted to great a fourth custom one for a map I'm working on. So in order to not mess up the others, I'll have to decompile one and change the .qc file and save it under a different name.
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 17 years ago2006-06-21 10:47:21 UTC Post #186238
I thought the same when I imported SMDs to XSI,, but then I looked up in the camera view, ;)
(Or simply zoom up in the top view)
Madcow MadcowSpy zappin my udder
Posted 17 years ago2006-06-21 12:52:28 UTC Post #186251
Uhhh...hehe :confused:..something else just came up...how to I work w/ the .vwt and .vtf files? What program do I need? Is there a plug-in available for The GIMP (no Photoshop and don't want it)?
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 17 years ago2006-06-21 16:22:30 UTC Post #186275
Google VTF plug in for The GIMP. It does exist.

vmt files set the parameters for the material. If you simply want to reskin a model, leave the .qc the same unless you add a reflective mask, or bump mapping or something like that. Oh, wait, you will have to change the materials directory in the vmt file once you save. (MAybe not, if you actually just fully replace the skin)
Posted 17 years ago2006-06-21 19:02:31 UTC Post #186280
K...I think I found the plugin. THe title reads GIMP normalmap plugin. I got it from http://nifelheim.dyndns.org/%7ecocidius/normalmap/ . If this isn't it, plz link me to it. My Google skillz sux0rs.
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 17 years ago2006-06-21 19:15:28 UTC Post #186282
There is a tool in the sourcesdk/bin folder called vtf2tga.

Simple tell it where the file is and it will convert it back to tga.
Posted 17 years ago2006-06-21 19:15:59 UTC Post #186283
That is the plug in for normal mapping materials (follow up after bump mapping) You want the VTF plug in. Unfortunatly I believe GIMP does not have a VTF plugin. Thats ok though, its mainly for easy access, not essential. There is an alternative:

To edit a VTF, decompile it to convert it to a tga. To do this, download this VTF to TGA decompiler here:

http://halflife2.filefront.com/file/VTF2TGA_Converter_Utility;35355#Download

Edit how you want in The Gimp, then drag the .tga into vtex.exe in your Steam/steamapps/TawnosPrime/sourcesdk/bin/vtex.exe

IT will compile it and save it to the proper directory. If not, put it in manually (Make sure to view the output directory to locate it)

Hope that helps :)
Posted 17 years ago2006-06-21 20:59:09 UTC Post #186284
I think it should. The only problem now is learning to use XSI, which is proving to be very frustrating. Thanx for the help w/ the texturing thou.
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 17 years ago2006-06-21 21:15:47 UTC Post #186286
If you have any questions about UV mapping or XSI you can PM me :)
Posted 17 years ago2006-06-21 21:51:32 UTC Post #186287
Cool, thanx.
TawnosPrime TawnosPrimeI...AM...CANADIAN!
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