CSGO modelcompiling
- Andi67
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Re: CSGO modelcompiling
Ah you can't simply decompile the models make new materials and recompile, the vertices are getting messed up so you have to assign the vertices new.

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Re: CSGO modelcompiling
Andi67 wrote:Ah you can't simply decompile the models make new materials and recompile, the vertices are getting messed up so you have to assign the vertices new.
Thank you for your reply! So how would I fix the vertices? In 3DS Max?
- Andi67
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Re: CSGO modelcompiling
I have compiled CSS Models to CSGO, and got them working. The thing is, they are stuck in T pose in game, the model and everything loaded, but when i look at the animations folder im missing WalkN, and TestIdle, all i have in there is ragdoll in the folder when i compiled it(Now i was told you dont need those two files). Any suggestions ?
- Andi67
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Re: CSGO modelcompiling
Yeah that's right you don't need this 2 files , remove them in the QC.
You should have ragdoll.smd , phymodel.smd , themodel.smd and the QC.
In hlmv you can always view your Model and the properties,......
You should have ragdoll.smd , phymodel.smd , themodel.smd and the QC.
In hlmv you can always view your Model and the properties,......

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Re: CSGO modelcompiling
Andi67 wrote:Yeah that's right you don't need this 2 files , remove them in the QC.
You should have ragdoll.smd , phymodel.smd , themodel.smd and the QC.
In hlmv you can always view your Model and the properties,......
I've done that and tired it but it still loads the T pose in game like it would in a model program, like i said everything loads, but its stuck in the T Pose, Any other suggestions?
- Andi67
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Re: CSGO modelcompiling
Andi67 wrote:Show your QC....
$modelname "player/Banana_Joe/banana_joe.mdl"
$bodygroup "S-LoW"
{
studio "slow_reference.smd"
}
$poseparameter "move_yaw" -180 180 0
$poseparameter "body_pitch" -90 90 0
$poseparameter "body_yaw" -90 90 0
$cdmaterials "models\player\Banana_Joe\"
$attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0
$attachment "grenade0" "ValveBiped.Bip01_Pelvis" 6 4.24 -3.33 rotate -13 173 92
$attachment "grenade1" "ValveBiped.Bip01_Pelvis" 2.13 4.48 -6.15 rotate -81 179 91
$attachment "grenade2" "ValveBiped.Bip01_Pelvis" -4.5 3.33 2.16 rotate 22 2 -87
$attachment "grenade3" "ValveBiped.Bip01_Pelvis" -5.5 4.44 -4.03 rotate -33 -3 -88
$attachment "pistol" "ValveBiped.Bip01_R_Thigh" -0.93 3.33 -2 rotate 1 -2 80
$attachment "primary" "ValveBiped.Bip01_Spine2" 13.03 -5.8 -7.48 rotate -17 177 -4
$attachment "eholster" "ValveBiped.Bip01_L_Thigh" 5.15 -0.56 5.2 rotate 3.68 -91.56 99.67
$attachment "c4" "ValveBiped.Bip01_Spine2" 13.67 -7.55 0.95 rotate -29.12 65.25 22.32
$attachment "lfoot" "ValveBiped.Bip01_L_Foot" 0 5.2 0 rotate 0 0 0
$attachment "rfoot" "ValveBiped.Bip01_R_Foot" 0 5.2 0 rotate 0 0 0
$attachment "muzzle_flash" "ValveBiped.Bip01_L_Hand" 0 0 0 rotate 0 0 0
$surfaceprop "slime"
$contents "solid"
$eyeposition 0 0 73
// NOTE: The following commented-out $definebone lines might be needed, as is often the case for view models. When needed, simply remove the two slashes '//' from the start of each line.
// $definebone "ValveBiped.Bip01_Pelvis" "" -0.000237 -0.554704 40.109589 1.570796 0 0 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Thigh" "ValveBiped.Bip01_Pelvis" 4.046065 0 0 -1.570425 0.051839 -1.56558 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Calf" "ValveBiped.Bip01_L_Thigh" 18.562092 0 0 0 0 0.0342 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Foot" "ValveBiped.Bip01_L_Calf" 17.186258 0 0 -0.023996 -0.041104 -1.071631 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Thigh" "ValveBiped.Bip01_Pelvis" -4.046065 0 0 -1.57101 0.051839 -1.576015 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Calf" "ValveBiped.Bip01_R_Thigh" 18.562092 0 0 0 0 0.0342 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Foot" "ValveBiped.Bip01_R_Calf" 17.186249 0 0 0.04234 0.040968 -1.071635 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_Spine" "ValveBiped.Bip01_Pelvis" 0 3.478935 -3.101174 1.570796 0.083193 1.570796 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_Spine1" "ValveBiped.Bip01_Spine" 4.155666 0 0 0 0 -0.028816 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_Spine2" "ValveBiped.Bip01_Spine1" 3.661118 -0.000001 0 0 0 0.097307 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_Spine4" "ValveBiped.Bip01_Spine2" 9.278336 0 0 0 0 0.186413 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_Neck1" "ValveBiped.Bip01_Spine4" 3.438602 0 0 3.14159 0 0.406109 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_Head1" "ValveBiped.Bip01_Neck1" 3.746082 0.000004 0 0 -0.000001 0.405033 0 0 0 0 0 0
// $definebone "ValveBiped.forward" "ValveBiped.Bip01_Head1" 2.000008 -2.999999 0 -1.570796 0 -1.32645 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Clavicle" "ValveBiped.Bip01_Spine4" 2.141907 1.01704 2.015167 1.58974 -1.286514 2.950147 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_UpperArm" "ValveBiped.Bip01_L_Clavicle" 6.269267 0.000004 0 -1.437168 0.051344 -0.58081 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Forearm" "ValveBiped.Bip01_L_UpperArm" 12.160263 0.000002 0 0 0 -0.060372 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Hand" "ValveBiped.Bip01_L_Forearm" 11.940945 0.000001 -0.000038 1.568292 -0.038709 0.036022 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Clavicle" "ValveBiped.Bip01_Spine4" 2.141911 1.017039 -2.015167 -1.661569 1.286515 2.950147 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_UpperArm" "ValveBiped.Bip01_R_Clavicle" 6.269264 0.000004 0 1.520804 -0.011906 -0.583413 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Forearm" "ValveBiped.Bip01_R_UpperArm" 12.160255 0 0.000004 0 0 -0.060372 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Hand" "ValveBiped.Bip01_R_Forearm" 11.940962 0 0 -1.559993 0.038701 0.036022 0 0 0 0 0 0
// $definebone "ValveBiped.weapon_bone" "ValveBiped.Bip01_Spine" -43.648495 -1.081625 0.00003 0 -1.570796 -1.487604 0 0 0 0 0 0
// $definebone "ValveBiped.weapon_bone_RHand" "ValveBiped.weapon_bone" -23.583637 42.428741 -2.448864 -1.487797 0 0 0 0 0 0 0 0
// $definebone "ValveBiped.weapon_bone_LHand" "ValveBiped.weapon_bone_RHand" 47.167213 0 0 0.282712 1.046667 -2.89414 0 0 0 0 0 0
// $definebone "ValveBiped.weapon_bone_Clip" "ValveBiped.weapon_bone_LHand" 48.604286 0 0 1.625963 1.064185 3.139419 0 0 0 0 0 0
$sequence "ragdoll" "slow_anims\ragdoll.smd" {
fps 30
activity "ACT_DIERAGDOLL" 1
}
$includemodel "player/ct_animations.mdl"
$ikchain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0
$ikchain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0
$ikchain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0
$ikchain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0
$ikchain "ikclip" "ValveBiped.weapon_bone_Clip" knee 0.707 -0.707 0
$collisionjoints "slow_physics.smd"
{
$mass 15
$inertia 10
$damping 0.05
$rotdamping 5
$rootbone "valvebiped.bip01_pelvis"
$jointrotdamping "ValveBiped.Bip01_Pelvis" 3
$jointmassbias "ValveBiped.Bip01_Spine1" 8
$jointconstrain "ValveBiped.Bip01_Spine1" x limit -10 10 0
$jointconstrain "ValveBiped.Bip01_Spine1" y limit -16 16 0
$jointconstrain "ValveBiped.Bip01_Spine1" z limit -20 30 0
$jointmassbias "ValveBiped.Bip01_Spine2" 9
$jointconstrain "ValveBiped.Bip01_Spine2" x limit -10 10 0
$jointconstrain "ValveBiped.Bip01_Spine2" y limit -10 10 0
$jointconstrain "ValveBiped.Bip01_Spine2" z limit -20 20 0
$jointconstrain "ValveBiped.Bip01_Spine4" x limit -15 15 0
$jointconstrain "ValveBiped.Bip01_Spine4" y limit -10 10 0
$jointconstrain "ValveBiped.Bip01_Spine4" z limit 0 45 0
$jointmassbias "ValveBiped.Bip01_L_UpperArm" 5
$jointrotdamping "ValveBiped.Bip01_L_UpperArm" 2
$jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -15 20 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -40 32 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -80 25 0
$jointmassbias "ValveBiped.Bip01_R_UpperArm" 5
$jointrotdamping "ValveBiped.Bip01_R_UpperArm" 2
$jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -15 20 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -40 32 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -80 25 0
$jointmassbias "ValveBiped.Bip01_L_Forearm" 4
$jointrotdamping "ValveBiped.Bip01_L_Forearm" 4
$jointconstrain "ValveBiped.Bip01_L_Forearm" x limit -40 15 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -120 10 0
$jointmassbias "ValveBiped.Bip01_R_Thigh" 7
$jointrotdamping "ValveBiped.Bip01_R_Thigh" 7
$jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -25 25 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -10 15 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -55 25 0
$jointmassbias "ValveBiped.Bip01_R_Calf" 4
$jointconstrain "ValveBiped.Bip01_R_Calf" x limit -10 25 0
$jointconstrain "ValveBiped.Bip01_R_Calf" y limit -5 5 0
$jointconstrain "ValveBiped.Bip01_R_Calf" z limit -10 115 0
$jointmassbias "ValveBiped.Bip01_L_Thigh" 7
$jointrotdamping "ValveBiped.Bip01_L_Thigh" 7
$jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -25 25 0
$jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -10 15 0
$jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -55 25 0
$jointconstrain "ValveBiped.Bip01_L_Foot" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Foot" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Foot" z limit 0 0 0
$jointmassbias "ValveBiped.Bip01_R_Forearm" 4
$jointrotdamping "ValveBiped.Bip01_R_Forearm" 4
$jointconstrain "ValveBiped.Bip01_R_Forearm" x limit -40 15 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -120 10 0
}
$bonemerge "ValveBiped.Bip01_Pelvis"
$bonemerge "ValveBiped.Bip01_Spine"
$bonemerge "ValveBiped.Bip01_Spine1"
$bonemerge "ValveBiped.Bip01_Spine2"
$bonemerge "ValveBiped.Bip01_Spine4"
$bonemerge "ValveBiped.Bip01_L_Clavicle"
$bonemerge "ValveBiped.Bip01_L_UpperArm"
$bonemerge "ValveBiped.Bip01_L_Forearm"
$bonemerge "ValveBiped.Bip01_L_Hand"
$bonemerge "ValveBiped.Bip01_R_Clavicle"
$bonemerge "ValveBiped.Bip01_R_UpperArm"
$bonemerge "ValveBiped.Bip01_R_Forearm"
$bonemerge "ValveBiped.Bip01_R_Hand"
$bonemerge "ValveBiped.weapon_bone"
$bonemerge "ValveBiped.weapon_bone_RHand"
$bonemerge "ValveBiped.weapon_bone_LHand"
$bonemerge "ValveBiped.weapon_bone_Clip"
- Andi67
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Re: CSGO modelcompiling
Well , what should I say , what you did will never work.
1. Banana_Joe is a CSS-Model , CSS uses a differant Skeleton than CSGO
2. You have to assign the mesh new to a CSGO-Skeleton
3. Use a decompiled QC from a CSGO-Model and modify only the paths and materialfiles.....
1. Banana_Joe is a CSS-Model , CSS uses a differant Skeleton than CSGO
2. You have to assign the mesh new to a CSGO-Skeleton
3. Use a decompiled QC from a CSGO-Model and modify only the paths and materialfiles.....

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Re: CSGO modelcompiling
Andi67 wrote:Well , what should I say , what you did will never work.
1. Banana_Joe is a CSS-Model , CSS uses a differant Skeleton than CSGO
2. You have to assign the mesh new to a CSGO-Skeleton
3. Use a decompiled QC from a CSGO-Model and modify only the paths and materialfiles.....
I've done it but i then the model is messed up.
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