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Need Help with Models

Discussion in Mapping Discussion started by CastleX, May 17, 2012

  1. Jan 28, 2012
    Posts
    I'm trying to use two models from a this website, https://hlshd.svn.sourceforge.net/svnroot/hlshd/hl1/models/. The models are nihil.mdl and nihilanth.mdl. These are all the files associated with the two models. Are there specific directories where these files should go for them to be viewable and usable within a map?

  2. Feb 24, 2011
    Posts
    As far as i know you need to put them in a specified directory where it originally belongs, i'm not quite sure which directory that would be though.
    You could decompile the model and change some lines in the .QC document to redirect the materials correctly.

    It's the "$cdmaterials "blablablalbal\" you want to change.
    *this would mean that its like: CSTRIKE/models/blablablalbalb*
    It's quite complicated if you're completely new to modeling/porting for source, but this should hopefully help to most part
  3. Jan 28, 2012
    Posts
    Well instead of doing that I just put them in the same directories as they were in the svn, and the model shows up, but the texture isn't. It's just showing pink and black squares. Any ideas?

    Edit: Also, there were .vmt and .vtf files for nihilanth in the materials/models/nihilanth folder which I also copied.
  4. Feb 24, 2011
    Posts
    That's why i'd try to decompile it, so you can refer the material path for the model and recompile it.
    I'd strongly suggest using a program called "Studiocompiler". It's a program which can do alot of things for importing/exporting models quite easily at that. Although you need to edit the .QC file manually, which i could help you with.

    - Download StudioCompiler
    - Decompile the .MDL file
    - Go to the output directory and open the "mdldecompiler.qc" in a text viewer
    - Copy + paste the text in here
    - I work my magic
    - ???????
    - PROFIT!
  5. Jul 4, 2011
    Posts
    You will need to decompile the model and check the directory for the materials and the model itself. I could do it for you, link me the model.

    Luffaren beat me to it.
  6. May 14, 2011
    Posts
    I want some profit! :razz:
  7. Jan 28, 2012
    Posts
    $cd "C:\Users\Nate\Documents"
    $modelname "nihilanth.mdl"
    $model "studio" "../nihilanth/Nihilanth(reference).smd"
    $cdmaterials "models\nihilanth\"
    $hboxset "default"
    $hbox 1 "Bip01 Head" -142.500 -180.000 -232.500 210.000 157.500 232.500
    $hbox 1 "Bip01 Head" 210.000 30.000 -232.500 354.000 120.000 232.500
    $hbox 1 "Bip01 Head" -105.000 -276.000 -232.500 0.000 -180.000 232.500
    $hbox 2 "Bip01 Head" 150.000 -276.000 -75.000 354.000 -120.000 75.000
    $hbox 2 "Bip01 Head" 210.000 -120.000 -195.000 225.000 30.000 195.000
    $hbox 2 "Bip01 Head" 0.000 -195.000 -195.000 150.000 -180.000 195.000
    $attachment "0" "Bip01 Head" 360.00 -285.00 0.00 rotate -0.00 -0.00 -0.00
    $attachment "1" "Bip01 Head" 32.00 56.00 -0.00 rotate -0.00 -0.00 -0.00
    $attachment "2" "Bip01 L Hand" 64.00 -0.00 0.00 rotate -0.00 -0.00 -0.00
    $attachment "3" "Bip01 R Hand" 64.00 0.00 -0.00 rotate -0.00 -0.00 -0.00
    $surfaceprop "default"
    $eyeposition -0.000 0.000 960.000
    $illumposition 124.801 1.925 -208.267
    $sequence float "float" loop ACT_IDLE 4 fps 8.00
    $sequence attack1 "attack1" loop ACT_IDLE 1 fps 8.00 {
    { event 2 35 }
    }
    $sequence attack2 "attack2" loop ACT_IDLE 1 fps 8.00 {
    { event 3 39 }
    }
    $sequence throw "throw" fps 20.00
    $sequence block "block" fps 15.00
    $sequence recharge "recharge" ACT_IDLE 1 fps 8.00 {
    { event 5 0 }
    { event 4 10 }
    { event 4 13 }
    { event 4 16 }
    { event 4 21 }
    { event 4 24 }
    { event 4 27 }
    { event 4 30 }
    { event 4 33 }
    { event 4 36 }
    { event 4 39 }
    }
    $sequence float_open "float_open" loop ACT_IDLE 4 fps 8.00
    $sequence attack1_open "attack1_open" loop ACT_IDLE 1 fps 8.00 {
    { event 6 35 }
    }
    $sequence attack2_open "attack2_open" loop ACT_IDLE 1 fps 8.00 {
    { event 6 39 }
    }
    $sequence flinch1 "flinch1" loop ACT_SMALL_FLINCH 1 fps 20.00
    $sequence flinch2 "flinch2" loop ACT_BIG_FLINCH 1 fps 20.00
    $sequence fall "fall" loop fps 8.00
    $sequence die1 "die1" loop ACT_DIESIMPLE 1 fps 5.00 {
    { event 7 2 }
    { event 7 4 }
    { event 7 5 }
    { event 7 7 }
    { event 7 9 }
    }
    $sequence walk_f "walk_f" loop fps 8.00
    $sequence walk_b "walk_b" loop fps 8.00
    $sequence walk_u "walk_u" loop fps 8.00
    $sequence walk_d "walk_d" loop fps 8.00
    $sequence walk_r "walk_r" loop fps 8.00
    $sequence walk_l "walk_l" loop fps 8.00
    $sequence walk "walk" loop ACT_WALK 1 fps 15.00
    $sequence shoot "shoot" fps 15.00 {
    { event 1 45 }
    }
  8. Feb 24, 2011
    Posts
    Go to Cstrike/materials/models/ and create a folder called "nihilanth"
    Open that folder and add the the texture files in there (.vtf + .vmt)

    Restart hammer --> enjoy!
    That should work as far as i know, pleasepleasepleasepleasepleasepleasepleaseplease!
  9. Jan 28, 2012
    Posts
    Already did that. Doing this for csgo btw, think that might be a problem?
  10. Feb 24, 2011
    Posts
    That might change a few things indeed, i'm not quite sure though.
    I'd suggest trying this for CSS, so we can be certain that the issue lies in CSGO or not.
  11. Apr 9, 2007
    Posts
    Code for CS:GO is ported from CS:S. I still see legacy functions.
  12. Jan 28, 2012
    Posts
    Just tried it using CSS Source SDK and its still not loading the textures even though its loading all of the .vmt files.

    Edit: Fixed it. looked through the .vmf files and found out it needed another file, detail/detail_noise1.vtf
    CastleX, May 17, 2012 Last edited by CastleX, May 17, 2012