DigitalEro Offline

Backporting SFM Models to GMod

Thu, 18 Jul 2013 22:50:14

NoirSuccubus

It's undoubtedly possible, I just must be doing something wrong. Is there a specific thing that I have to put into the .qc to get Garry's Mod recognizing the model as a ragdoll with bones? At the moment, it's just a static prop in a T-Pose that I can move around. Help would be appreciated. Thanks. Picture of what I'm talking about:
Fri, 19 Jul 2013 08:15:00

Tyxta

"NoirSuccubus" said ...
It's undoubtedly possible, I just must be doing something wrong. Is there a specific thing that I have to put into the .qc to get Garry's Mod recognizing the model as a ragdoll with bones? At the moment, it's just a static prop in a T-Pose that I can move around. Help would be appreciated. Thanks. Picture of what I'm talking about:
I dont know almost anything, but i think you have to make a .phys file in order to gmod recognizes the bones :P I hope it helps :D
Fri, 19 Jul 2013 13:13:55

NoirSuccubus

How do you make one of those?
Fri, 19 Jul 2013 16:43:08

Tyxta

"NoirSuccubus" said ...
How do you make one of those?
Like i told you, i dont know nothing about modelling, so you will have to ask to Deus or Ash. Sorry mate D:
Fri, 19 Jul 2013 20:26:52

James

I think we need a tutorial on how to port over SFM models onto GMOD.
Sat, 20 Jul 2013 02:19:47

shaotek

"James" said ...
I think we need a tutorial on how to port over SFM models onto GMOD.
Any tutorial that covers porting X to Source will work. All you need to do is create phys and joint constraints for SFM to Gmod.
Sun, 21 Jul 2013 23:08:21

NoirSuccubus

"James" said ...
I think we need a tutorial on how to port over SFM models onto GMOD.
That would definitely help out a lot of people, especially me.
Tue, 30 Jul 2013 02:27:12

Soulslayerzx

You need to make constraints by exporting that model to a game and then going into sourcesdk's half life model viewer and go to one of the sectiosn i think joints or something and then create the constraints/limits for each bone for x y and z. And then make a phymodel for the model's skeleton, but using low-poly meshes such as boxes and making them look similar to the actual mesh for accurate physgun selecting, and after you have a low poly or box phymodel. You then, rig each box to each respective bone for physgun selecting. Once you have phymodel, u set that as the collisionjoitns thing in the .qc I recommend googling as it's quite a lengthy process, in hlmv, once you're done with setting all the bones, you hit copy to clipboard and make sure in the process of making the constraints you dont accidentally exit, cuz it doesn't save shit I think. So then ctrl v into the .qc and compile. That's the basic gist of it.
Wed, 31 Jul 2013 18:41:07

NoirSuccubus

"Soulslayerzx" said ...
You need to make constraints by exporting that model to a game and then going into sourcesdk's half life model viewer and go to one of the sectiosn i think joints or something and then create the constraints/limits for each bone for x y and z. And then make a phymodel for the model's skeleton, but using low-poly meshes such as boxes and making them look similar to the actual mesh for accurate physgun selecting, and after you have a low poly or box phymodel. You then, rig each box to each respective bone for physgun selecting. Once you have phymodel, u set that as the collisionjoitns thing in the .qc I recommend googling as it's quite a lengthy process, in hlmv, once you're done with setting all the bones, you hit copy to clipboard and make sure in the process of making the constraints you dont accidentally exit, cuz it doesn't save shit I think. So then ctrl v into the .qc and compile. That's the basic gist of it.
It seems simple, yes. But I can never, ever compile a model. The model compiler always throws something about a cache, or something about the registry already being in use.