DigitalEro Offline

Request - Decompiling, Importing, Exporting, and Recompiling

Sat, 19 Oct 2013 09:18:31

fornaxtacular

I am trying to get into customizing/making models for SFM and I was wondering if anyone had a comprehensive guide to decompiling from .mdl to .smd, importing the model to Blender, exporting the model after editing, and recompiling to .mdl, all while preserving textures, flexes, etc. I have been able to decompile, edit, and recompile models, but the textures always look terrible, and none of the flexes are preserved. Also, the export only gives me the .dx90.vtx (missing the dx80 file). I don't have much of a clue what I'm doing so any help would be appreciated.
Sat, 19 Oct 2013 09:48:02

Selph80

I don't have a comprehensive guide for decompiling (I think there's just the one way everyone does it), nor do I have any experience with Blender, but I might be able to shed some light on the flexes issue. First off, decompiling a model may break the flexes of the model (if this happens, you're out of luck and will need to ask for the source files from the creator of the model). If the flex-file doesn't break you may have a chance the flexes will also work after you've changed the model. The thing is, the flexes requires that the vertices that are in the flex-file are in the EXACT same spot as they are on the model. So you can add stuff to the model as long as it doesn't change the vertices that are used in the flex-file. Most people use only the vertices of the head when creating this flex-file, in which case you are free to change pretty much the entire body. However if a model has flexes for other body parts, you probably can't move or remove any of the vertices of the model (making it a lot harder to do body modifications). I don't know of any way to quickly check which parts of the model are used in the flex-file, but you could try deleting part of the model you want to change and recompile it, just to see if the flexes still work.