CSGO modelcompiling

TUT´s ect.
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Andi67
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Re: CSGO modelcompiling

Postby Andi67 » Sun 26. Oct 2014, 14:50

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.
:D

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Re: CSGO modelcompiling

Postby SilentKiller » Sun 26. Oct 2014, 22:27

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?

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Andi67
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Re: CSGO modelcompiling

Postby Andi67 » Mon 27. Oct 2014, 19:35

Like in any other modellingprogram assign them to the right bones...
:D

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Re: CSGO modelcompiling

Postby xAciD » Thu 30. Oct 2014, 02:12

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 ?

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Andi67
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Re: CSGO modelcompiling

Postby Andi67 » Thu 30. Oct 2014, 10:45

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,......
:D

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Re: CSGO modelcompiling

Postby xAciD » Fri 31. Oct 2014, 01:47

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?

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Andi67
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Re: CSGO modelcompiling

Postby Andi67 » Fri 31. Oct 2014, 09:24

Show your QC....
:D

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Re: CSGO modelcompiling

Postby xAciD » Fri 31. Oct 2014, 16:46

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"
Attachments
Untitled.png
This is what it looks like in game, i realize this is HLMV but this is exactly what you see in game with the texture and everything, it all loads but loads like this, it dis fine but stays in this pose while alive with the gun at the bottom of the model.

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Andi67
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Re: CSGO modelcompiling

Postby Andi67 » Fri 31. Oct 2014, 17:43

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.....
:D

xAciD
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Re: CSGO modelcompiling

Postby xAciD » Sat 1. Nov 2014, 02:26

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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