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 How to compile V_Models

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DiveshJagger



Posts: 6
Points: 6710
Join date: 2010-07-20
Age: 21
Location: Pune, India

PostSubject: How to compile V_Models   Fri Jul 23, 2010 1:25 pm

<br />
<b><b>Today I will show you how to compile a v_model.</b></b><br />
<br />
As for right now I am going to compile Thanez's G36C on my animations, <b><b>PS.Do not request me for the animations, it will be in the skins section within a week</b></b>, you can download any weapon you want, <a href="http://www.mediafire.com/?mzjzlfdz5ym">here is Lama's G36 on Thanez's textures.</a><br />
<br />
<b>Files required for Editing</b><br />
<br />
1) Textures for the model (If not then the regular UV will also do)<br />
2) Animations for the model (This is essential, without this the model is dead)<br />
3) mdldecompiler (It is used for decompiling default models for qc so you dont have to make the qc all over again) <br />
4) GuiStudioMDL (For compiling models)<br />
5) A good eye for errors Razz<br />
<br />
<a href="http://www.mediafire.com/?ylnonlwxjyw">This link contains both mdldecompiler and Guistuidomdl</a><br />
<br />
<b>Method</b><br />
<br />
I'll be going line by line explaining what I do, this image below shows what you have to delete (the things marked red are to be deleted), and the line named as <b class=red>$model "studio" "m4a1_reference.smd"</b><br> it's just your animations Idle with the silencer on and just name it as <b class="green">m4a1_reference.smd</b><br> and dont forget it to be in .smd file Razz<br />
<a border="0" title="CubeUpload - Free & Fast Image Hosting!" href="http://www.cubeupload.com"><img border="0" src="http://www.cubeupload.com/files/fdd600tut1.jpg"></a><br />
<br />
After that is done, delete lines named<br />
<b class=red>$attachment "1" "v_weapon.m4_Parent" 0.20 3.50 20.00 rotate -0.00 0.00 0.00<br />
$attachment "2" "v_weapon.m4_Parent" 0.00 3.60 3.00 rotate -30.00 165.00 -0.00</b><br> as they are the command lines of the Shell Ejection and the Muzzle Flash. In case if you are doing a final compile please read the lines at the end of the tutorial<br />
<br />
<b>Changing Materials</b><br />
<br />
The textures which are to be on the model are supposed to be put in a folder, that command you have to change in this line which I marked in blue above to a folder named, let's just say..... <b class="blue">$cdmaterials "models\weapons\v_models\Thanez_G36C_Behemoth"</b><br> after we do that the materials should be in a folder named Thanez_G36C_Behemoth F:\Steam\steamapps\YOUR ID\counter-strike source\cstrike\materials\models\weapons\v_models\Thanez_G36C_Behemoth\TEXTURES MUST BE PUT IN HERE<br />
<font size="4">*NOTE*</font><br />
The textures should be linked in a .VMT file, to do that just load in the textures in a VTF editor, and go to Tools->Create VMT file and save it AS THE SAME NAME AS OF THE TEXTURE. Do that for all the textures and you should have something like this<br />
<a border="0" title="CubeUpload - Free & Fast Image Hosting!" href="http://www.cubeupload.com"><img border="0" src="http://www.cubeupload.com/files/ab0400tut2.jpg"></a><br />
*Note end*<br />
<br />
<br />
<b>Animation editing</b><br />
<br />
This part of the section requires a very good eye.<br />
The names of the .smd files (If you do not know what these are then you're dumb :/, these are the animations which are put onto the gun.)<br />
<br />
now these lines are the sequences i.e the reload and add/detach silencer fps and the sounds it gets when you reload etc. It looks like this in the qc<br />
<br />
<a border="0" href="http://www.cubeupload.com/img/753600tut3.png"><img src="http://www.cubeupload.com/files/thumbs/th.753600tut3.png" /></a> <br />
It's big O.O<br />
<br />
If you want to learn how to animate please refer to <a href="http://www.fpsbanana.com/tuts/6570">Sarqune's animating tutorial</a> and <a href="http://www.fpsbanana.com/tuts/6225">-WildBill-'s tips about animating</a><br />
<br />
now it's just about renaming the smds to the required sequence.<br />
<br />
<b>Shell Ejection and Muzzle Flash assignations</b><br />
<br />
This is really simple, now you do remember the things which we deleted above, if you are doing a final compile do not delete the sequences named as <b class=Blue>$attachment "1" "v_weapon.m4_Parent" 0.20 3.50 20.00 rotate -0.00 0.00 0.00<br />
$attachment "2" "v_weapon.m4_Parent" 0.00 3.60 3.00 rotate -30.00 165.00 -0.00</b><br> if you are a modeller or an animator you know what is the name of the main Weapon of the model, i.e the body in this case I have named it as Main so we just replace the name "v_weapon.m4_Parent" to "Main" and hit all the numbers 0000000 to all of them, therefore it becomes like this <br />
<b class=green>$attachment "1" "main"0 0 0 rotate 0 0 0<br />
$attachment "2" "main" 0 0 0 rotate 0 0 0 </b><br> and then compile, After that open up your HLMV and open up your model, then go to the attachments tab, then you should see attachments 1 and 2, place then accordingly on the translation box Remember the order is X Y Z axis, same for the rotation and then when you have placed em, copy the QC command String and paste it in your qc and then again compile ^_^ So simple!<br />
<br />
<font size="4">*NOTE AGAIN*</font><br />
EXTRAAA BONUSSSSSS<br />
Just add SNAP in the shoot sequence lines before the fps, that'll give you better animations.<br />
Refer to <a href="http://www.fpsbanana.com/tuts/3287">CapnJack's FPS calculating tutorial</a> for calculating the amount of fps which are to be played in 1 second so that it fits Valve's animation time.<br />
<br />
Tip from<b class=red> RedRogueXIII</b><br><br />
When decompiling the resulting files are often rotated 90 degrees from the center. <br />
This means when you re compile the files you may find that nothing appears on screen, and this is because the mesh has been rotated off screen.<br />
To counter this we go back to our $sequence declarations and find and replace "fps" with "snap rotate -90 fps", and if that doesn't work try "snap rotate 90 fps" instead.<br />
Also be sure to check for dead frames in the decompiled animations, the amount of dead frames should correspond with the number of times the animations have been de compiled.<br />
A tutorial for checking for dead frames is available <a href="http://www.fpsbanana.com/tuts/4088">here</a><br />
Remember this is only for decompiled animations, as new animations should work perfectly.<br />
Note end.<br />
<br />
<b>Anims Left handed? We have a Solution!</b><br />
<br />
This is really simple first of all you need to install Milkshape any version will do, now open your anims in 3DS max and export em as an SMD, and then open the smds in Milkshape, you might see some blue lines and all, just ignore it, and if it says Append animations at the end, then hit no, if you hit yes and then compile you get a slow animation and very late, open up the smd then hit Ctrl+A (All of you know what this does LOL) then go to Tools Tab -> Mirror All and select 'From left to right" or vice versa. Do this for all the sequences and then compile. <br />
<br />
<b>Compiling yay!</b><br />
<br />
Now just open the rar which I gave you above which contains the Guistudiomdl and mdldecompiler and put it in F:\Steam\steamapps\YOUR ID\sourcesdk\bin\ep1\bin<br />
and just run GUIStudioMDL and hit the top left tab and load the qc and then hit compile ^_^ ENJOYYYY<br />
<br />
INB4 Add comments, and if I am missing something please do tell me, rate it and also favourite it, if you like it Very Happy<br />
and if you have problems feel free to contact me (See my profile)<br />
Have a good day<br />
</fieldset></div>
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RAJAN



Posts: 6
Points: 6729
Join date: 2010-07-20
Age: 21
Location: India

PostSubject: Re: How to compile V_Models   Sat Jul 24, 2010 7:38 am

Well very good tut.Razz i try to modeling but i fail at texturing :p i am using 3dsmax 2010 Razz
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