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.
CSGO modelcompiling
- Andi67
- Administrator
- Posts: 282
- Joined: Sat 13. Aug 2011, 15:52
- Contact:
-
- Posts: 3
- Joined: Sun 14. Jul 2013, 19:16
- Contact:
Re: CSGO modelcompiling
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
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
- Andi67
- Administrator
- Posts: 282
- Joined: Sat 13. Aug 2011, 15:52
- Contact:
Re: CSGO modelcompiling
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.
-
- Posts: 3
- Joined: Sun 14. Jul 2013, 19:16
- Contact:
Re: CSGO modelcompiling
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.
So I think I do something different from what I should do, but I don't know what.
- Andi67
- Administrator
- Posts: 282
- Joined: Sat 13. Aug 2011, 15:52
- Contact:
-
- Posts: 3
- Joined: Sun 14. Jul 2013, 19:16
- Contact:
Re: CSGO modelcompiling
Thanks a lot.
It's the mdldecompiler.qc retrieved from ctm_st6.mdl decompilation. I just changed filenames and directories in it.
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
- Andi67
- Administrator
- Posts: 282
- Joined: Sat 13. Aug 2011, 15:52
- Contact:
Re: CSGO modelcompiling
Hmm...strange.... ok I will show you how I did make it for this I use a decompiled "ctm_fbi.qc".
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:
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?
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?
-
- Posts: 1
- Joined: Thu 2. Jan 2014, 02:25
- Contact:
Re: CSGO modelcompiling
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.
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.
-
- Posts: 1
- Joined: Mon 31. Mar 2014, 18:30
- Contact:
Re: CSGO modelcompiling
andi help, Line 9 is incomplete
-
- Posts: 2
- Joined: Mon 24. Mar 2014, 08:59
- Contact:
Re: CSGO modelcompiling
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.
There are some errors when compiling:
What is the cause of this?
Please help.
Thank you!
There are some errors when compiling:
What is the cause of this?
Please help.
Thank you!
Who is online
Users browsing this forum: No registered users and 28 guests