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[TUT]Getting Player Models InGame

Re: [TUT]Getting Player Models InGame

Postby Shilo » 22 Aug 2009 22:54

did you change the IDST1 to IDST, in the mdl file using notepad?

Also are you using the older version of mdldecompiler?
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Re: [TUT]Getting Player Models InGame

Postby alexius » 23 Aug 2009 00:36

I did change the file, but haven't even got a chance to try decompiling it yet.

I did begin with version .041 (the second to last version, like in the tuts) but since that didn't work I tried .05 (the latest one) and .032 (the third to last). They all give the same error.

I've since noticed it says requires hl2 dlls to work. Since it uses the same engine, I assumed l4d would have the required dlls as well. Could that be the problem? I need hl2 first? Though I thought if that was the problem, it should be a "missing .dll" message or something?

Again, thanks for all the help, Shilo! I've seen a lot of you while looking for help on my own, and your efforts are enormously appreciated from my end!
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 23 Aug 2009 03:01

Do you have it in your bin folder?
I don't think l4d has the right dlls to run the older mdldecompiler so try getting one of the other source tools. You should be able to download it even without having the game I think.

Try putting the mdldecompiler in here after :
"C:\Program Files\Valve\Steam\SteamApps\youraccount\sourcesdk\bin\ep1\bin\"
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Re: [TUT]Getting Player Models InGame

Postby alexius » 23 Aug 2009 22:21

I had in the l4d bin folder, then in the Authoring tools bin folder.

I'll try and grab the SDK and get back to you. Thanks!
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Re: [TUT]Getting Player Models InGame

Postby Mr.Warp » 28 Aug 2009 18:15

Shilo wrote:Are you sure the _it is the texture when vomited on? I never made one for my model and yet it looks fine when that happens, even looks drippy.

Perhaps if the model doesn't have one it just uses the base texture anyways.



Yes it the seperate texture, ive tested it. If you do a crazy one it looks kinda funny. but there is a particle effect which makes it drip which is standard when the boomer chugs on a player, whatever modle/texture youre using. Theres a puke vmt/vtf whcih is in the .vmt file for that texture referred to, Im too tired to look it up now ,but if you look in the players color.vmt with vtfedit youll see a reference to a generic vomit texture whcih is put on top of the model. You can use the base texu=ture as well, it doesnt matter. Im still in the process of fine turing my efforts but this is what Ive managed to ascertain so far. Im going to make a vid to demonstrate at some point, on youtube.
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Re: [TUT]Getting Player Models InGame

Postby Mr.Warp » 28 Aug 2009 18:26

THe best way to do it is to decompile the L4D model, un-rig it, delete the model and then import your custom model over the skeleton and then re-rig the imported model to the L4D skeleton, and export using the L4D model's qc file. Just edit the qc to suit like delete the LOD references if you havent done any LOD models etc.
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 29 Aug 2009 03:18

That is exactly what my tutorial says to do...
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Re: [TUT]Getting Player Models InGame

Postby flameknight7 » 03 Sep 2009 22:00

Ok i have the same exact files and even copied and pasted the QC with the "repo" name changes yet it still does not compile. I changed the directory to where the:
phymodel.smd
repo.smd
repo.qc
are but it just opens and closes. No files are made. What can be wrong? The qc file still not correct? I'm using the same decompiled files to test if it works but no success. :(
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 04 Sep 2009 21:12

It's really annoying that the box doesn't stay up... but try out GUI Studio MDL.. it will actually stay up and you can see the errors.

http://www.wunderboy.org/apps/guistudiomdl2.php

I put this in the L4D bin folder, in the target mod browse to the l4d folder and used the episode 1 SDK.

Try compiling with that and see what the error is.
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Re: [TUT]Getting Player Models InGame

Postby flameknight7 » 08 Sep 2009 23:06

ok i seriously request a video tutorial on this because my model is always invisible ingame and does not load in the model viewer :[
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 09 Sep 2009 02:10

A video really won't help since the only thing I could show would be the rigging, and how to drop the qc to compile.

Change the name of your model for test purposes to whatever you want (recompile with the changed name). Then open that model in model viewer.

Check to see if your model is actually there although invisible by checking the "Normals" checkbox (or ctrl-N) in modeledit. If you can see the shape of your model outlined, the problem is either with your VMT or VTF.

If you can't see anything, perhaps you rigged your model wrong. Try checking the "Bones" box (or ctrl-O) and see if you can see the skeleton. If you can see the bones and they look like they should, then its almost certainly a rigging issue. If not, then it's something wrong with the compiling or the exporting of the smd file.
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Re: [TUT]Getting Player Models InGame

Postby flameknight7 » 10 Sep 2009 19:48

o man i found out it was because of exporter messing up for some reason. :((
but now i got it working! Woot! now to change all the models. eheheheh

heres a test for rigging :ymparty:

Zoom in (real dimensions: 1280 x 1024)Image

apparently i dont know what to really change in the vpk for the tank since there are 44 entries... any ideas? i changed the entries that just had "tank" to like "tan2" but my game crashes when it spawns. I think it is because the tank model is not right side up when imported. Any ideas to fix?
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Re: [TUT]Getting Player Models InGame

Postby Hunterbrute » 10 Sep 2009 20:52

flameknight7 wrote:o man i found out it was because of exporter messing up for some reason. :((
but now i got it working! Woot! now to change all the models. eheheheh

heres a test for rigging :ymparty:

Zoom in (real dimensions: 1280 x 1024)Image

apparently i dont know what to really change in the vpk for the tank since there are 44 entries... any ideas? i changed the entries that just had "tank" to like "tan2" but my game crashes when it spawns. I think it is because the tank model is not right side up when imported. Any ideas to fix?


Ahahahahahahahaha =))
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Re: [TUT]Getting Player Models InGame

Postby flameknight7 » 10 Sep 2009 22:25

anyone know how to import a 5th survivor model without it having that not precached issue? I've been trying with a plugin i editted the game bugs out. Or maybe a way to import it into the pak01_dir.vpk? If solved then you could easily have more than 4 survivor models :D
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Re: [TUT]Getting Player Models InGame

Postby Savage » 11 Sep 2009 03:31

flameknight7 wrote:o man i found out it was because of exporter messing up for some reason. :((
but now i got it working! Woot! now to change all the models. eheheheh

heres a test for rigging :ymparty:

Zoom in (real dimensions: 1280 x 1024)Image

apparently i dont know what to really change in the vpk for the tank since there are 44 entries... any ideas? i changed the entries that just had "tank" to like "tan2" but my game crashes when it spawns. I think it is because the tank model is not right side up when imported. Any ideas to fix?



Ahahahahahah, that is AWESOME! Are you replacing the special infected with the survivors too?
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Re: [TUT]Getting Player Models InGame

Postby flameknight7 » 11 Sep 2009 04:17

yes i'm making progress on testing out the QC files. common infected works wonders now :))

Zoom in (real dimensions: 799 x 600)Image
Zoom in (real dimensions: 838 x 833)Image
Zoom in (real dimensions: 838 x 833)Image

getting a little carried away now lol
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Re: [TUT]Getting Player Models InGame

Postby Savage » 11 Sep 2009 08:42

NOOOOOOOOOOOOOOOOOOO! NOT TELETUBBIES!! Do not turn L4D into SUCH a HORROR game, this will totally freak me out! Especially if they will have that "cute" laughter when they run at you! :-o
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Re: [TUT]Getting Player Models InGame

Postby Hunterbrute » 11 Sep 2009 13:39

Oh wow that is freaking amazing.
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 11 Sep 2009 17:25

Glad you got it working flameknight!

The horror!!!!
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Re: [TUT]Getting Player Models InGame

Postby flameknight7 » 15 Sep 2009 19:16

so those extra bones on the rigs... are those for like physics for hair,lie, etc?
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 15 Sep 2009 22:16

Pretty much, there are a bunch of "jiggle" bones in a number of the models for physics.

Just add something like this to the end of the qc

Code: Select all
$jigglebone "valvebiped.jiggle_tongue01" {
   is_flexible {
      yaw_stiffness 700
      yaw_damping 6
      pitch_stiffness 700
      pitch_damping 8
      tip_mass 5
      length 30
      angle_constraint 37


   }
}


"valvebiped.jiggle_tongue01" being the jiggle bone

There is a whole list of different types you can use here :
http://developer.valvesoftware.com/wiki/$jigglebone#Examples

Each one displays a different kind of movement.
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Re: [TUT]Getting Player Models InGame

Postby flameknight7 » 16 Sep 2009 00:09

o thats sweet. There is one main thing i really wonder about. Would you know how to change the coords or numbers for these files?

Code: Select all
$include "common_male_bones.qci"
$include "common_male_exp_bones.qci"
$include "common_male_ruleshierarchy.qci"
$include "common_male_hitbox.qci"
$include "common_male_attachments.qci"


like I can make my models error free but some parts you just shoot through them
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 16 Sep 2009 18:48

I actually haven't dealt with the common infected yet.. but it's probably using the original phymodel, did you make a new phymodel for yours?

I assume the qci is a variation of the qc and it's just text files which don't have much to do with the the physics model, and I think it's the physics model that makes the model.. solid to getting hit.
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Re: [TUT]Getting Player Models InGame

Postby flameknight7 » 16 Sep 2009 22:10

i know it is those qc files that are telling the model where the bones, hitboxes, etc are. I edited some of them for my left 4 teletubbies mod. Well for the HL2 zombies that is. I just changed it so that you would have to shoot a certain part of their body to do damage. It adds a sort of different approach to the gameplay and killing of common infected :D

I believe the physics model is for the ragdoll effect for when they are dead. I was using the l4d zombie physic model and the teletubbies head sort of goes through the floor since it is larger then the l4d mdoel.

Hmmmm goes me an idea to update them now....
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Re: [TUT]Getting Player Models InGame

Postby flam » 27 Sep 2009 16:48

hi folks. first of all thanks to Shilo for the tut, i finally got my model working ingame.
Zoom in (real dimensions: 1632 x 1014)Image



but now there's another problem: anyone got an idea how to fix the overkill speculars?
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 27 Sep 2009 17:38

No problem!

You can try playing with the phong numbers in the vmt for the textures, especially
$phongboost
$phongexponent

lowering the phongboost number makes it darker. Upping the phongexponent makes the light on it finer, if you go high like 150, the texture almost looks wet.

Here is some info on those parts of the vmt :
http://developer.valvesoftware.com/wiki/Phong#Phong_components_and_parameters_in_detail
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Re: [TUT]Getting Player Models InGame

Postby flameknight7 » 28 Sep 2009 19:21

that is a hot model you got there flam!

man theres so many parts to the vmt that you can change :O I got to try that out
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Re: [TUT]Getting Player Models InGame

Postby Aloscha » 19 Oct 2009 09:45

Hi Shilo,
you did a great job, big thanks for this tutorial.
Besides, I´ve translated your custom modles tutorial in german.
so if someone is itersted in it. You will find the translation here.
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 19 Oct 2009 18:04

Hey, no problem B-) , I'm glad people like it lol.
I've been learning some german (just very basic stuff so far, I can read more than I can write), so this is an interesting read for me lol. Maybe I can learn more from comparing this to my original tutorial lol. Well done.
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Re: [TUT]Getting Player Models InGame

Postby iiaann » 16 Nov 2009 19:06

When I drag my.qc file into StudioMDL.exe, a black window flashes, closes, and nothing happens. Could someone please explain why this is?
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