CSGO modelcompiling

TUT´s ect.
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Andi67
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CSGO modelcompiling

Postby Andi67 » Sat 23. Mar 2013, 13:57

So here we go with a simple compiling TUT for CSGO-Models.

First Step:
create all Folders for your custommodel in the csgo-directory and drop all your files there.
Example: Steam/steamapps/common/Counter-Strike Global Offensive/csgo/materials/models/player/custom/ (for your materialfiles)
Steam/steamapps/common/Counter-Strike Global Offensive/csgo/models/player/custom/ (for your modelfiles)


Second Step:
Open the folder where your modelcompiler.qc is located , than also open the following folder: Steam/steamapps/common/Counter-Strike Global Offensive/bin/
now simply drop the modelcompiler.qc on the studiomdl.exe and your model will be compiled for CSGO , that´s it.
:D

Avo
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Re: CSGO modelcompiling

Postby Avo » Sun 14. Jul 2013, 19:20

Hi there. As it's related to this topic, I post it here, hoping it's ok.

Like I said on sourcemod, I have a problem with skins I'm making. I tried to create my own CSGO models for our server, based on official ones. Every player with this model spawns on the same location. An idea of the fix ?

Here is how I make them :
Decompilation (with Studio Compiler) => give me mdldecompiler.qc and some smd
Modification (with 3dsMax and Photoshop (and VTFEdit))
Recompilation (with mdldecompiler.qc on studiomdl.exe)
Copy/rename of the original .phy

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Andi67
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Re: CSGO modelcompiling

Postby Andi67 » Mon 15. Jul 2013, 04:18

Must come from a plugin , spawnpoints have nothing to do with models.... so check if you have something installed that has to do with spawnpoints.
:D

Avo
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Re: CSGO modelcompiling

Postby Avo » Sun 21. Jul 2013, 11:47

No plugin installed have anything to do with our spawnpoints, and the problem is only there with my own custom models. With yours for example, no problem at all.
So I think I do something different from what I should do, but I don't know what.

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Andi67
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Re: CSGO modelcompiling

Postby Andi67 » Sun 21. Jul 2013, 12:06

Well I could take a look on your qc-file maybe I find something in it.....
:D

Avo
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Re: CSGO modelcompiling

Postby Avo » Fri 26. Jul 2013, 16:06

Thanks a lot.

It's the mdldecompiler.qc retrieved from ctm_st6.mdl decompilation. I just changed filenames and directories in it.

Code: Select all

$cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\models\player\vec_csgo\vec_admin_ct01"
$modelname "player/vec_csgo/vec_admin_ct01/ctm_ct01.mdl"
$model "ctm_base" "parts/ctm_ct01_ref.smd"

$poseparameter move_yaw -180.00 180.00
$poseparameter body_pitch -90.00 90.00
$poseparameter body_yaw -90.00 90.00
$cdmaterials "models\player\vec_csgo\vec_admin_ct01\"
$cdmaterials "models\player\shared\"
$hboxset "cstrike"
$hbox 3 "ValveBiped.Bip01_Pelvis" -6.420  -4.280  -6.955  4.280  4.280  6.955
$hbox 6 "ValveBiped.Bip01_L_Thigh" 5.029  -3.959  -2.140  22.149  3.424  4.280
$hbox 6 "ValveBiped.Bip01_L_Calf" 2.675  -3.210  -2.247  19.260  2.675  2.247
$hbox 6 "ValveBiped.Bip01_L_Foot" 2.943  -2.675  -2.408  6.688  9.095  2.408
$hbox 7 "ValveBiped.Bip01_R_Thigh" 5.029  -3.959  -4.280  22.149  3.424  2.140
$hbox 7 "ValveBiped.Bip01_R_Calf" 2.675  -3.210  -2.247  19.260  2.675  2.247
$hbox 7 "ValveBiped.Bip01_R_Foot" 2.943  -2.675  -2.408  6.688  9.095  2.408
$hbox 3 "ValveBiped.Bip01_Spine1" -4.280  -4.280  -5.885  3.210  5.350  5.885
$hbox 2 "ValveBiped.Bip01_Spine2" -4.280  -4.280  -5.885  3.210  5.350  5.885
$hbox 2 "ValveBiped.Bip01_Spine3" -4.280  -4.280  -5.885  6.420  5.350  5.885
$hbox 1 "ValveBiped.Bip01_Neck" -1.070  -2.622  -2.151  3.103  2.622  2.151
$hbox 1 "ValveBiped.Bip01_Head" -2.140  -3.745  -3.670  6.955  3.745  3.670
$hbox 4 "ValveBiped.Bip01_L_UpperArm" -2.675  -3.210  -2.140  12.840  3.210  2.140
$hbox 4 "ValveBiped.Bip01_L_Forearm" -0.000  -2.140  -2.140  9.630  2.140  2.140
$hbox 4 "ValveBiped.Bip01_L_Hand" -1.723  -1.220  -1.380  4.473  1.220  1.380
$hbox 5 "ValveBiped.Bip01_R_UpperArm" -2.675  -3.210  -2.140  12.840  3.210  2.140
$hbox 5 "ValveBiped.Bip01_R_Forearm" -0.000  -2.140  -2.140  9.630  2.140  2.140
$hbox 5 "ValveBiped.Bip01_R_Hand" -1.723  -1.220  -1.380  4.473  1.220  1.380
$attachment "forward" "ValveBiped.forward" 0.00 0.00 0.00 rotate -0.00 0.00 0.00
$attachment "grenade0" "ValveBiped.Bip01_Pelvis" 1.51 -2.71 10.30 rotate 56.70 89.38 83.96
$attachment "grenade1" "ValveBiped.Bip01_Pelvis" 1.78 -4.88 8.44 rotate 62.97 95.66 87.46
$attachment "grenade2" "ValveBiped.Bip01_Pelvis" 1.33 0.34 -9.35 rotate -75.89 87.91 95.17
$attachment "grenade3" "ValveBiped.Bip01_Pelvis" 0.63 3.41 9.94 rotate 66.17 -98.20 -100.52
$attachment "grenade4" "ValveBiped.Bip01_Pelvis" 1.33 -2.06 -9.66 rotate -62.12 106.22 74.68
$attachment "pistol" "ValveBiped.Bip01_R_Thigh" 3.10 -2.88 5.76 rotate -2.40 -0.19 -94.90
$attachment "primary" "ValveBiped.Bip01_Spine2" 5.25 9.81 -4.70 rotate -31.29 167.27 7.92
$attachment "primary_rifle" "ValveBiped.Bip01_Spine2" 5.96 -7.25 -2.44 rotate 2.25 173.74 163.47
$attachment "primary_sniper" "ValveBiped.Bip01_Spine2" 5.96 -7.25 -2.44 rotate 2.25 173.74 163.47
$attachment "primary_smg" "ValveBiped.Bip01_Spine2" 5.25 9.81 -4.70 rotate -31.29 167.27 7.92
$attachment "primary_shotgun" "ValveBiped.Bip01_Spine2" 5.96 -7.25 -2.44 rotate 2.25 173.74 163.47
$attachment "primary_mg" "ValveBiped.Bip01_Spine2" 5.96 -7.25 -2.44 rotate 2.25 173.74 163.47
$attachment "eholster" "ValveBiped.Bip01_L_Thigh" 9.07 1.23 -4.94 rotate 1.38 89.34 -85.78
$attachment "defusekit" "ValveBiped.Bip01_Pelvis" 1.06 -6.66 0.00 rotate 0.27 88.06 90.64
$attachment "lfoot" "ValveBiped.Bip01_L_Foot" -0.00 5.35 0.00 rotate 0.00 -0.00 0.00
$attachment "rfoot" "ValveBiped.Bip01_R_Foot" 0.00 5.35 0.00 rotate -0.00 -0.00 0.00
$attachment "muzzle_flash" "ValveBiped.Bip01_L_Hand" 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment "weapon_bone" "ValveBiped.weapon_bone" 0.00 0.00 0.00 rotate -0.00 0.00 0.00
$includemodel "player/ct_animations.mdl"
$surfaceprop "flesh"
$eyeposition -0.000 0.000 73.000
$illumposition 11.494 4.370 37.335
$sequence testIdle "testIdle" fps 30.00
$sequence testWalkN "testWalkN" fps 30.00
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$ikchain rhand ValveBiped.Bip01_R_Hand knee  0.753 0.658 -0.000
$ikchain lhand ValveBiped.Bip01_L_Hand knee  0.695 0.719 -0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee  0.707 0.707 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee  0.707 0.707 0.000

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Andi67
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Re: CSGO modelcompiling

Postby Andi67 » Sat 27. Jul 2013, 11:56

Hmm...strange.... ok I will show you how I did make it for this I use a decompiled "ctm_fbi.qc".

Code: Select all

$modelname "player/juliet/juliet.mdl"
$model "body" "juliet.smd"
$poseparameter move_yaw -180.00 180.00 360.00
$poseparameter body_pitch -90.00 90.00 360.00
$poseparameter body_yaw -90.00 90.00 360.00
$cdmaterials "models\player\juliet\"
$hboxset "cstrike"
$hbox 3 "ValveBiped.Bip01_Pelvis" -6.420  -4.280  -6.955  4.280  4.280  6.955
$hbox 6 "ValveBiped.Bip01_L_Thigh" 5.029  -3.959  -2.140  22.149  3.424  4.280
$hbox 6 "ValveBiped.Bip01_L_Calf" 2.675  -3.210  -2.247  19.260  2.675  2.247
$hbox 6 "ValveBiped.Bip01_L_Foot" 2.943  -2.675  -2.408  6.688  9.095  2.408
$hbox 7 "ValveBiped.Bip01_R_Thigh" 5.029  -3.959  -4.280  22.149  3.424  2.140
$hbox 7 "ValveBiped.Bip01_R_Calf" 2.675  -3.210  -2.247  19.260  2.675  2.247
$hbox 7 "ValveBiped.Bip01_R_Foot" 2.943  -2.675  -2.408  6.688  9.095  2.408
$hbox 3 "ValveBiped.Bip01_Spine1" -4.280  -4.280  -5.885  3.210  5.350  5.885
$hbox 2 "ValveBiped.Bip01_Spine2" -4.280  -4.280  -5.885  3.210  5.350  5.885
$hbox 2 "ValveBiped.Bip01_Spine3" -4.280  -4.280  -5.885  6.420  5.350  5.885
$hbox 1 "ValveBiped.Bip01_Neck" -1.070  -2.622  -2.151  3.103  2.622  2.151
$hbox 1 "ValveBiped.Bip01_Head" -2.140  -3.745  -3.670  6.955  3.745  3.670
$hbox 4 "ValveBiped.Bip01_L_UpperArm" -2.675  -3.210  -2.140  12.840  3.210  2.140
$hbox 4 "ValveBiped.Bip01_L_Forearm" -0.000  -2.140  -2.140  9.630  2.140  2.140
$hbox 4 "ValveBiped.Bip01_L_Hand" -1.723  -1.220  -1.380  4.473  1.220  1.380
$hbox 5 "ValveBiped.Bip01_R_UpperArm" -2.675  -3.210  -2.140  12.840  3.210  2.140
$hbox 5 "ValveBiped.Bip01_R_Forearm" -0.000  -2.140  -2.140  9.630  2.140  2.140
$hbox 5 "ValveBiped.Bip01_R_Hand" -1.723  -1.220  -1.380  4.473  1.220  1.380
// Model uses material "cloth.vmt"
// Model uses material "hair.vmt"
// Model uses material "skin.vmt"
$attachment "forward" "ValveBiped.forward" 0.00 0.00 0.00 rotate -0.00 0.00 0.00
$attachment "grenade0" "ValveBiped.Bip01_Pelvis" 1.51 -2.40 9.00 rotate 83.01 89.38 83.96
$attachment "grenade1" "ValveBiped.Bip01_Pelvis" 1.78 -4.63 8.06 rotate 62.97 93.28 87.46
$attachment "grenade2" "ValveBiped.Bip01_Pelvis" 1.31 0.76 -9.54 rotate -84.58 -137.38 -39.32
$attachment "grenade3" "ValveBiped.Bip01_Pelvis" 0.63 3.41 8.63 rotate 66.17 -98.20 -100.52
$attachment "grenade4" "ValveBiped.Bip01_Pelvis" 1.30 -2.67 -9.10 rotate -62.12 106.22 74.68
$attachment "pistol" "ValveBiped.Bip01_R_Thigh" 2.18 -2.60 5.81 rotate 1.28 -0.21 -92.81
$attachment "primary" "ValveBiped.Bip01_Spine2" 4.18 9.68 -4.62 rotate -30.88 173.84 4.38
$attachment "primary_rifle" "ValveBiped.Bip01_Spine2" 5.96 -7.77 -2.43 rotate 0.79 -179.38 165.48
$attachment "primary_sniper" "ValveBiped.Bip01_Spine2" 5.96 -7.77 -2.43 rotate 0.79 -179.38 165.48
$attachment "primary_smg" "ValveBiped.Bip01_Spine2" 4.18 9.68 -4.62 rotate -30.88 173.84 4.38
$attachment "primary_shotgun" "ValveBiped.Bip01_Spine2" 5.96 -7.77 -2.43 rotate 0.79 -179.38 165.48
$attachment "primary_mg" "ValveBiped.Bip01_Spine2" 5.96 -7.77 -2.43 rotate 0.79 -179.38 165.48
$attachment "eholster" "ValveBiped.Bip01_L_Thigh" 7.90 1.18 -5.19 rotate 1.23 89.28 -88.44
$attachment "defusekit" "ValveBiped.Bip01_Pelvis" 1.06 -6.66 0.00 rotate 0.27 88.06 90.64
$attachment "lfoot" "ValveBiped.Bip01_L_Foot" -0.00 5.35 0.00 rotate 0.00 -0.00 0.00
$attachment "rfoot" "ValveBiped.Bip01_R_Foot" 0.00 5.35 0.00 rotate -0.00 -0.00 0.00
$attachment "muzzle_flash" "ValveBiped.Bip01_L_Hand" 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment "weapon_bone" "ValveBiped.weapon_bone" 0.00 0.00 0.00 rotate -0.00 0.00 0.00
$includemodel "player/ct_animations.mdl"
$surfaceprop "flesh"
$eyeposition -0.000 0.000 73.000
$illumposition 11.494 4.370 37.113
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$ikchain rhand ValveBiped.Bip01_R_Hand knee  0.753 0.658 -0.000
$ikchain lhand ValveBiped.Bip01_L_Hand knee  0.695 0.719 -0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee  0.707 0.707 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee  0.707 0.707 0.000
$collisionjoints "phymodel.smd" {

   $mass 250.0
   $inertia 10.00
   $damping 0.01
   $rotdamping 4.00
   $rootbone "valvebiped.bip01_pelvis"
   $jointrotdamping "valvebiped.bip01_pelvis" 10.00

   $jointmassbias "valvebiped.bip01_r_thigh" 0.80
   $jointconstrain "valvebiped.bip01_r_thigh" x limit -12.00 12.00 0.00
   $jointconstrain "valvebiped.bip01_r_thigh" y limit -28.00 8.00 0.00
   $jointconstrain "valvebiped.bip01_r_thigh" z limit -24.00 60.00 0.00

   $jointmassbias "valvebiped.bip01_r_calf" 1.20
   $jointrotdamping "valvebiped.bip01_r_calf" 3.00
   $jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.00
   $jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.00
   $jointconstrain "valvebiped.bip01_r_calf" z limit -90.00 -15.00 0.00

   $jointmassbias "valvebiped.bip01_l_thigh" 0.80
   $jointconstrain "valvebiped.bip01_l_thigh" x limit -12.00 12.00 0.00
   $jointconstrain "valvebiped.bip01_l_thigh" y limit -28.00 8.00 0.00
   $jointconstrain "valvebiped.bip01_l_thigh" z limit -24.00 60.00 0.00

   $jointmassbias "valvebiped.bip01_l_calf" 1.20
   $jointrotdamping "valvebiped.bip01_l_calf" 3.00
   $jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.00
   $jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.00
   $jointconstrain "valvebiped.bip01_l_calf" z limit -90.00 -15.00 0.00

   $jointmassbias "valvebiped.bip01_l_foot" 0.75
   $jointrotdamping "valvebiped.bip01_l_foot" 7.00
   $jointconstrain "valvebiped.bip01_l_foot" x limit -10.00 22.00 0.00
   $jointconstrain "valvebiped.bip01_l_foot" y limit -15.00 15.00 0.00
   $jointconstrain "valvebiped.bip01_l_foot" z limit -17.00 24.00 0.00

   $jointrotdamping "valvebiped.bip01_spine1" 18.00
   $jointconstrain "valvebiped.bip01_spine1" x limit -20.00 20.00 0.00
   $jointconstrain "valvebiped.bip01_spine1" y limit -10.00 10.00 0.00
   $jointconstrain "valvebiped.bip01_spine1" z limit -15.00 30.00 0.00

   $jointmassbias "valvebiped.bip01_spine2" 1.60
   $jointrotdamping "valvebiped.bip01_spine2" 12.00
   $jointconstrain "valvebiped.bip01_spine2" x limit -30.00 30.00 0.00
   $jointconstrain "valvebiped.bip01_spine2" y limit -16.00 16.00 0.00
   $jointconstrain "valvebiped.bip01_spine2" z limit -15.00 20.00 0.00

   $jointmassbias "valvebiped.bip01_r_upperarm" 0.80
   $jointrotdamping "valvebiped.bip01_r_upperarm" 16.00
   $jointconstrain "valvebiped.bip01_r_upperarm" x limit -50.00 40.00 0.00
   $jointconstrain "valvebiped.bip01_r_upperarm" y limit -26.00 26.00 0.00
   $jointconstrain "valvebiped.bip01_r_upperarm" z limit -45.00 15.00 0.00

   $jointmassbias "valvebiped.bip01_r_forearm" 1.80
   $jointconstrain "valvebiped.bip01_r_forearm" x limit -45.00 45.00 0.00
   $jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.00
   $jointconstrain "valvebiped.bip01_r_forearm" z limit -120.00 -45.00 0.00

   $jointmassbias "valvebiped.bip01_l_upperarm" 0.80
   $jointrotdamping "valvebiped.bip01_l_upperarm" 16.00
   $jointconstrain "valvebiped.bip01_l_upperarm" x limit -40.00 50.00 0.00
   $jointconstrain "valvebiped.bip01_l_upperarm" y limit -26.00 26.00 0.00
   $jointconstrain "valvebiped.bip01_l_upperarm" z limit -40.00 15.00 0.00

   $jointmassbias "valvebiped.bip01_l_forearm" 1.80
   $jointconstrain "valvebiped.bip01_l_forearm" x limit -45.00 45.00 0.00
   $jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00
   $jointconstrain "valvebiped.bip01_l_forearm" z limit -120.00 -45.00 0.00

   $jointmassbias "valvebiped.bip01_l_hand" 0.60
   $jointrotdamping "valvebiped.bip01_l_hand" 8.00
   $jointconstrain "valvebiped.bip01_l_hand" x limit -30.00 37.00 0.00
   $jointconstrain "valvebiped.bip01_l_hand" y limit 0.00 0.00 0.00
   $jointconstrain "valvebiped.bip01_l_hand" z limit -20.00 35.00 0.00

   $jointmassbias "valvebiped.bip01_r_hand" 0.60
   $jointrotdamping "valvebiped.bip01_r_hand" 8.00
   $jointconstrain "valvebiped.bip01_r_hand" x limit -37.00 30.00 0.00
   $jointconstrain "valvebiped.bip01_r_hand" y limit 0.00 0.00 0.00
   $jointconstrain "valvebiped.bip01_r_hand" z limit -35.00 20.00 0.00

   $jointmassbias "valvebiped.bip01_head" 1.50
   $jointrotdamping "valvebiped.bip01_head" 10.00
   $jointconstrain "valvebiped.bip01_head" x limit -45.00 45.00 0.00
   $jointconstrain "valvebiped.bip01_head" y limit -30.00 30.00 0.00
   $jointconstrain "valvebiped.bip01_head" z limit -40.00 20.00 0.00

   $jointmassbias "valvebiped.bip01_r_foot" 0.75
   $jointrotdamping "valvebiped.bip01_r_foot" 7.00
   $jointconstrain "valvebiped.bip01_r_foot" x limit -10.00 22.00 0.00
   $jointconstrain "valvebiped.bip01_r_foot" y limit -19.00 25.00 0.00
   $jointconstrain "valvebiped.bip01_r_foot" z limit -17.00 24.00 0.00
}


This is from a model I´m working on , only modyfied the paths and materials.

This lines I always remove since the game doesn´t use them:

Code: Select all

$sequence testIdle "testIdle" fps 30.00
$sequence testWalkN "testWalkN" fps 30.00


From what I have seen is that your qc is missing the collisionjoints part at the end.

Did you use the decompiled mesh from the "ctm_ct01" for your model?
:D

panf3
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Joined: Thu 2. Jan 2014, 02:25
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Re: CSGO modelcompiling

Postby panf3 » Thu 2. Jan 2014, 18:34

мне нужны файлы анимации (ct_animations.mdl ,t_animations.mdl) в формате smd. Нужен работоспособный вариант для работы в MilkShape 3D (движения скилета должны просматривоться ) .Можете это сделать ?

I need animation files (ct_animations.mdl, t_animations.mdl) format smd. Need a workable option to work in MilkShape 3D (skileta movement should be visible.) Can you do it? Sorry for bad English.

dsjuice
Posts: 1
Joined: Mon 31. Mar 2014, 18:30
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Re: CSGO modelcompiling

Postby dsjuice » Tue 1. Apr 2014, 05:43

andi help, Line 9 is incomplete

SilentKiller
Posts: 2
Joined: Mon 24. Mar 2014, 08:59
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Re: CSGO modelcompiling

Postby SilentKiller » Sun 26. Oct 2014, 06:28

We're trying to make a reskin for the default models but in the sdk modelviewer the model is GREATLY distorted. Also, in-game, after selecting the model with sm_skinchooser, the model just doesn't change. The models you have made are fine though.
Image

There are some errors when compiling:
Image
Image

What is the cause of this?

Please help.

Thank you!


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