DigitalEro Offline

Porting from XnaLara...3ds max..blender... port Tutorials?

Sat, 06 Apr 2013 03:49:35

Turbotom

I would love to help out with porting models...contributing more. It seems not a lot of people are porting. Everyone is relying on LordAardvark and other few modelers to port. I was just playing around with lilith from borderlands to practice...looking up tutorials and stuff. People at facepunch are not very helpful either...quite unorganized to be honest :????: I have gotten to this stage (blender..using xnalara import addon)... And i just can't figure out how to get from this model to something that works with the smd modelviewer. I know it has to do with building collision models and qc files...but even the valve help page pretty much just says "yeah make those files"..... :| okay? If anybody can post dummy proof tutorial on the stages they use to port models that would be great! I think it would really help out the community if more people contributed to the porting...gaining knowledge from solid tutorials. Just a simple guide that anyone can follow so we can get more content rolling in. Even if its 3ds max...anything will help. Thanks.
Sat, 06 Apr 2013 04:17:59

Ganonmaster

You seem to be skipping a few steps. I can write up a more in-depth tutorial tomorrow, but these are the basic steps for porting an XNALara model to the Source engine: [list=1:2f24vl37] [*:2f24vl37]Import your XNALara model into Blender or 3dsMax using the XNALara plugins[/*:m:2f24vl37] [*:2f24vl37]Export your model as an SMD file.[/*:m:2f24vl37] [*:2f24vl37]Create materials and textures using VTFEdit[/*:m:2f24vl37] [*:2f24vl37]Create a QC file in the same directory. This file contains instructions that the compiler uses in the next step.[/*:m:2f24vl37] [*:2f24vl37]Compile your model. The compiler will create the MDL, VTX and VVD files that make up your model.[/*:m:2f24vl37] [*:2f24vl37]Open the MDL file in the Model viewer to see if it worked.[/*:m:2f24vl37][/list:o:2f24vl37] There is obviously more stuff involved if you want to do things like jigglebones, eye posing and flexes, and even more if you want to make your model work in Gmod.(collision boxes and all that jazz) Anyway, I'll write something up tomorrow. I'll be using 3ds Max, but you will probably be able to follow along with Blender just fine.
Sat, 06 Apr 2013 04:33:46

Turbotom

"Ganonmaster" said ...
You seem to be skipping a few steps. I can write up a more in-depth tutorial tomorrow, but these are the basic steps for porting an XNALara model to the Source engine: [list=1:nlyj8uuk] [*:nlyj8uuk]Import your XNALara model into Blender or 3dsMax using the XNALara plugins[/*:m:nlyj8uuk] [*:nlyj8uuk]Export your model as an SMD file.[/*:m:nlyj8uuk] [*:nlyj8uuk]Create materials and textures using VTFEdit[/*:m:nlyj8uuk] [*:nlyj8uuk]Create a QC file in the same directory. This file contains instructions that the compiler uses in the next step.[/*:m:nlyj8uuk] [*:nlyj8uuk]Compile your model. The compiler will create the MDL, VTX and VVD files that make up your model.[/*:m:nlyj8uuk] [*:nlyj8uuk]Open the MDL file in the Model viewer to see if it worked.[/*:m:nlyj8uuk][/list:o:nlyj8uuk] There is obviously more stuff involved if you want to do things like jigglebones, eye posing and flexes, and even more if you want to make your model work in Gmod.(collision boxes and all that jazz) Anyway, I'll write something up tomorrow. I'll be using 3ds Max, but you will probably be able to follow along with Blender just fine.
Thanks man I appreciate it! this already helps. :)
Sun, 07 Apr 2013 07:37:34

Goron_Ozzy

So i just downloaded a model to give this a go, turns out the thing must have literally 100+ bones easily.
Sun, 07 Apr 2013 15:27:22

Ganonmaster

The tutorial I wrote is located here. I still have to finish the part on making materials, but I'll do that later today.
"The 'Strayan Snip3r" said ...
So i just downloaded a model to give this a go, turns out the thing must have literally 100+ bones easily.
I think the Source SDK has a hard coded bone limit around 120 or 150, whereas the Source Filmmaker SDK has a limit of around 250. A lot of XNALara models have a crazy amount of face bones, so deleting those and replacing them with flexes is a good start. The unused bones are a problem (as some of them are actually used), so be careful when deleting those.
Sun, 07 Apr 2013 15:36:18

Turbotom

"Ganonmaster" said ...
The tutorial I wrote is located here. I still have to finish the part on making materials, but I'll do that later today.
"The 'Strayan Snip3r" said ...
So i just downloaded a model to give this a go, turns out the thing must have literally 100+ bones easily.
I think the Source SDK has a hard coded bone limit around 120 or 150, whereas the Source Filmmaker SDK has a limit of around 250. A lot of XNALara models have a crazy amount of face bones, so deleting those and replacing them with flexes is a good start. The unused bones are a problem (as some of them are actually used), so be careful when deleting those.
From the looks of it, this tutorial looks very helpful! Thanks a ton for posting something like this. Just need to finish my school assignments for today so I can get started :P