DigitalEro Offline

Making new 'Skin' groups

Sat, 14 Sep 2013 03:16:37

Vinthewolf

Hey guys, I've come to understand creation and editing of VTF's to re-texture models, but I have a problem, I need to create a 3rd skin option for the ragdoll, right now I only have two, I ask here because I've come to understand Ero has a very helpful and friendly community, thanks in advance guys!!
Sat, 14 Sep 2013 03:47:21

Ganonmaster

Skin groups or "Texture groups" as they are known in the source engine are defined in a model's QC files before it is compiled. If you are familiar with decompiling and compiling models, you can read up on defining texture groups on this page. If you're new to all that, I recommend familiarizing yourself with the tools first.
Sat, 14 Sep 2013 16:17:44

Vinthewolf

"Ganonmaster" said ...
Skin groups or "Texture groups" as they are known in the source engine are defined in a model's QC files before it is compiled. If you are familiar with decompiling and compiling models, you can read up on defining texture groups on this page. If you're new to all that, I recommend familiarizing yourself with the tools first.
I am good at modding things, using coding, textures and things like that, and I could probably figure it out, can you point me in the right direction to start decompiling? If it's not to much trouble?
Sat, 14 Sep 2013 18:44:07

Ganonmaster

Studiocompiler and MDLDecompiler can decompile models. The downside is that flexes will often not be extracted with the model. You'll have to reconstruct the QC file as well, meaning that you might have to recreate the jigglebones, flexes, bodygroups and the existing texture groups in the QC file. Best of luck. :)
Sat, 14 Sep 2013 19:15:11

Vinthewolf

"Ganonmaster" said ...
Studiocompiler and MDLDecompiler can decompile models. The downside is that flexes will often not be extracted with the model. You'll have to reconstruct the QC file as well, meaning that you might have to recreate the jigglebones, flexes, bodygroups and the existing texture groups in the QC file. Best of luck. :)
Thank you mate! I'll be able to figure these out over the weekend, shouldn't be too much of a problem
Sat, 14 Sep 2013 19:19:30

Vinthewolf

As for the flexes, is it just face flexes? Because that I can deal with, I wont need too many close ups for it to be noticed, and even so, reconstructing bones is not hard when you've worked with it for other games
Sat, 14 Sep 2013 19:37:15

Ganonmaster

"Vinthewolf" said ...
As for the flexes, is it just face flexes?
Yes.
Sat, 14 Sep 2013 23:10:43

Vinthewolf

"Ganonmaster" said ...
"Vinthewolf" said ...
As for the flexes, is it just face flexes?
Yes.
Studio crashes, and the decompiler won't open, gives me an error
Sat, 14 Sep 2013 23:39:16
Sun, 15 Sep 2013 02:41:25

Vinthewolf

"Ganonmaster" said ...
Try this one https://developer.valvesoftware.com/wiki/Mdldecompiler
Things are coming along. Sam will soon have his red ARS suit I always imagined :D Thanks mate! I got all the resources prepared and just need to recompile, but I'll save that for the morning, I need some sleep.
Mon, 16 Sep 2013 22:12:37

Vinthewolf

Alright I got the things set up, but it still says that I'm missing the Gamedata for HL2, I don't actually have HL2, and I use the models and materials with the addon folder of gmod, how can I get the game data to work in the Studio, or is there something else wrong that I'm not seeing? (this is probably my last question, hope I havnt been too much trouble.)
Mon, 16 Sep 2013 22:29:55

Ganonmaster

Try using the Team Fortress 2 SDK and game directory. Using Gmod for that never worked in my experience.
Tue, 17 Sep 2013 01:18:13

Vinthewolf

"Ganonmaster" said ...
Try using the Team Fortress 2 SDK and game directory. Using Gmod for that never worked in my experience.
Yeah sounds like that may work, bugs me that I can't think of simple solutions, haha thank you mate!
Tue, 17 Sep 2013 01:24:24

Vinthewolf

"Vinthewolf" said ...
"Ganonmaster" said ...
Try using the Team Fortress 2 SDK and game directory. Using Gmod for that never worked in my experience.
Yeah sounds like that may work, bugs me that I can't think of simple solutions, haha thank you mate!
that worked, but now it says; Unable to load module p4lib.dll!
Tue, 17 Sep 2013 01:34:12

Ganonmaster

"Vinthewolf" said ...
"Vinthewolf" said ...
"Ganonmaster" said ...
Try using the Team Fortress 2 SDK and game directory. Using Gmod for that never worked in my experience.
Yeah sounds like that may work, bugs me that I can't think of simple solutions, haha thank you mate!
that worked, but now it says; Unable to load module p4lib.dll!
Valve has this version tracking tool called Perforce. It is enabled in most of their tools by default, but you won't need it. Use the -nop4 flag to ignore.
Tue, 17 Sep 2013 02:05:57

Vinthewolf

"Ganonmaster" said ...
Valve has this version tracking tool called Perforce. It is enabled in most of their tools by default, but you won't need it. Use the -nop4 flag to ignore.
actually got it just now mate!! It has some issues, but now that I know how to do this, it will be easy to fix. (the undersuit has missing texture, but no big deal.)