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-   -   [TF2] Model Manager 1.0.4 (08/03/2013) (https://forums.alliedmods.net/showthread.php?t=164630)

FlaminSarge 08-13-2011 22:19

[TF2] Model Manager 1.0.4 (08/03/2013)
 
13 Attachment(s)
Allows players to equip custom models. Let's not get Valve to shut this down, now, shall we?

Thanks to Damizean, this is basically his TF2 Equipment Manager plugin except with a model changer instead of a hat equipper.
Thanks to Sazpaimon for model conversion research.
Thanks to Pimpinjuice for reskin conversion research.

Small update 1.0.4 on 08/03/2013 to prevent errors (and to enforce the MAX_ITEMS limit, which is there so that you are less likely to get precache table overflows) and help determine how many models are loaded when you use tf_models_reload. Only the smx and sp files changed.

UPDATED 07/30/2013. All four files were changed. I'd suggest renaming tf/cfg/sourcemod/TF2_ModelManager.cfg to something else, finding the newly generated (lowercase) one after loading up the plugin (delete the file then restart the server else you'll just get the same old file you just renamed), then putting in whatever settings from the old one.

Cvars
  • tf_models_admin - Removed this cvar.
  • tf_models_admin_flags - Having one of these flags marks you as an administrator, for the ADMIN_DEFAULT item flag and for immunity to the lock command.
  • tf_models_admin_override - Clients with access to the "tf_models_admin_override_access" override (see the "admin overrides" link above) will see all the models in the list, rather than just the ones usable with their current class/team.
  • tf_models_announce - Announces usage and tips about equippable models.
  • tf_models_announce_plugin - Announces information of the plugin when joining.
  • tf_models_force_admins - Forces the default model for admin users (ADMIN_DEFAULT).
  • tf_models_force_users - Forces the default model for common users (USER_DEFAULT).
  • tf_models_delayonspawn - Amount of time to wait to re-equip a model after spawn. Apparently for compatibility with old melee plugins
  • tf_models_blocktriggers - Hides the chat (!mm) plugin triggers, so that when clients type them they don't show up in chat.
  • tf_models_list - Change the config file used to make the item list. Useful if you want to have a different set of models for each map. Files for this go in addons/sourcemod/configs/tf2modelmanager/.
Commands:
  • tf_models - Shows the model management menu. Set an admin override for this to control access to the model menu.
  • equip, mm, em, equipmodels - Aliases for tf_models, these obey the tf_models override.
  • tf_models_equip <target> <name> - Forces to equip a model onto a client. Don't need quotes around <name>, and it searches for a model in the list. Exact matches come first, then if more than one is found, it tells you what it found and asks for the command again.
  • tf_models_remove <target> - Forces to remove a model on the target.
  • tf_models_lock <target> <1/0> - Locks/unlocks the target's model so it can't be changed.
  • tf_models_override <target> <1/0> - Enables restriction overriding for the target (they can equip any model regardless of class/team).
  • tf_models_reload - Reparses the items file and rebuilds the model list.
Installation: (video tutorial is in the next post)
  • Unsupported for anything below SM 1.5
  • You need to have the clientprefs extension for SourceMod (it's a stock SourceMod extension, if I remember correctly)
  • Place tf2_modelmanager.smx in addons/sourcemod/plugins/
  • Place tf2_modelmanager.phrases.txt in addons/sourcemod/translations/
  • Place tf2_modellist.cfg in addons/sourcemod/configs/tf2modelmanager/. Make sure this is lowercase.
  • Once all of these are placed, either do 'sm plugins refresh' in console, change the map, or restart the server. Then, go to tf/cfg/sourcemod/tf2_modelmanager.cfg and change any cvars you want to change.
  • If you're compiling yourself, you need morecolors.inc. You'll also need the latest SM 1.5 includes.
  • Ignore the tag mismatches when compiling, I have no idea :/
Add items using the instructions in the tf2_modellist.cfg file. You NEED to populate this config with models to have models. You can create more cfg files in the same folder with different names and change the tf_models_list cvar to those names, in order to change up the model list (they're all in addons/sourcemod/configs/tf2modelmanager/). Basically, multiple item lists, but tf2_modellist.cfg is the default. The one provided comes with an example model.
READ ABOUT .dep FILES HERE. YOU NEED THESE FOR CUSTOM MODELS (models that aren't already in the game files. models/gman.mdl IS already in the game files, FYI)

Code:

CHANGELOG
08/03/2013(v1.0.4)
*Made plugin not error if you had more than 256 models, but log a message saying no more will be added. Seriously, stick to this limit, and don't complain if you don't and your server starts crashing due to precache errors.
*Added number of models to tf_models_reload output.
-Files changed: smx, sp

07/30/2013(v1.0.3)
*Admin overrides! Use them instead of the ADMIN_ONLY flag.
*Cvar and command changes, read up on it in the relevant sections above.
*Fixed the model list not updating properly on mapchanges/cvar changes.
*Fixed users not being recognized as admins if the flags were added later.
*The admin flag cvar now only applies for ADMIN_DEFAULT and whether tf_models_lock applies to a client. Use the "tf_models" override to control access to the menu.
*You can put models in tf/custom/owndirectory/, but the .dep file has to be in tf/models/... (the .dep file must also list the models as if they were in tf/models/..., but the models can be in the custom directory since that's how stuff works now).
*Protected the cookies used for the plugin.
*HIDE_WEAPONS now works.
*REMOVE_VALVE changed to HIDE_HATS (REMOVE_VALVE still works, but... eh)
*Unequipping a model now removes any particle effects that may have come with it (e.g. the Ghost models).
*Lowercase'd all the files because it was an issue for some people.
*If I missed anything in this list I'll add it later.

01/12/2012(v1.0.2)
*Fixed admin checks not working
*Allowed /mm, /em, /equip, /equipmodels, and /tf_models to be overridden in admin overrides.
*Changing class without respawning should now be accounted for in the plugin (will check on regen/locker touch)
*Accounted for Bootlegger not being a hat

08/17/2011(v1.0.1)
*Changed up the way items are found when using tf_models_equip
*Fixed IsValidClient
*If an admin forces a client to equip a model, and the client has the override flag, the model equips as opposed to rejecting based on class/team/etc.
*Brought back the /em alias because I am so used to it.

08/13/2011(v1.0.0)
*First release



Demonstration
(created by Rowedahelicon)
https://www.youtube.com/watch?v=IWuQaW18gWQ

FlaminSarge 08-13-2011 22:23

Re: [TF2] Model Manager
 
4 Attachment(s)
===TUTORIAL FOR CONVERTING MODELS/SKINS===
To "convert" a custom MODEL for this plugin, all you have to do is move it to its own folder so that it is not replacing the stock TF2 files. You do not have to follow this tutorial, but any custom animation files will require a bit of reworking.
To "convert" a custom SKIN for this plugin, you have to follow the instructions from the tutorial(s).

Video tutorial

While the tutorial says to use the stockmodels files, the TF2 update on October 8, 2012 broke this method. You will have to use the files from models/player/<class>.mdl, e.g. models/player/sniper.mdl. You may or may not have to use the MDL Hexer to change the model's path internally to your custom model path (I haven't, for the most part: I've just moved the model to a new folder and it seemed to work fine). Finally, you will have to grab the .sw.vtx, .dx90.vtx, .dx80.vtx, .vvd, and .phy files from the same place, copy them to your custom model location, and rename them to your custom model name (if you didn't just use the stock model name but in a custom folder).

For example: I want to reskin the Sniper to the Christian Brutal Sniper.
I copy the following files from tf/models/player/ to tf/models/player/saxton_hale/
sniper.mdl
sniper.phy
sniper.vvd
sniper.sw.vtx
sniper.dx90.vtx
sniper.dx80.vtx
I rename all the files to be "cbs_v9" instead of "sniper".
I use the MDL Hexer to edit the skin in sniper.mdl.
I use the MDL Hexer's second tab to edit the model that "player/sniper.mdl" is to be "player/saxton_hale/cbs_v9.mdl". This step is no longer needed.
Done.

When using custom SKINS (as in, texture-only replacements), please use the following models as a base, with this plugin to make them download to clients. With this, then even people who use custom-model skins for their stock classes will be able to see the skins. Otherwise, they'd normally be invisible.

stockmodels.zip
The paths are the same as the default models, except with _stock appended (so models/player/scout_stock.mdl).

SO, USE THESE .mdl FILES INSTEAD OF GRABBING THE STOCK TF2 ONES FROM THE GCF WHEN PORTING SKINS.
For some reason these models' mouths don't animate for vocalizations. Nothing I can do about it.
This is still a better solution for the issue with people using clientside skins than making each model have its own extra files.

stockmodels.sp last updated 06/18/2012


Model packs for use with this plugin:
Attached as 'medic_popit_taunt.7z': 'Medic: Pop It, Don't Drop It', 'Heavy: Crotch Chop', for use with this plugin. Files from the "server" directory go onto your server (there's a "tf" folder in there, so you should be able to figure out where on the server it goes). Files from the "fastdl" directory go onto your fastdownload server.
"config_add.txt" is the default model list entries for these four models/taunts.
The High Five versions don't sync up to the song and between the two classes, simply because of the way the high five animations work for them.

Some stuff about inplace animation swaps, backed up from SPUF:
Quote:

Right then:
If your animation file name is too long to fit in the place of the old animation path, you can do a twisted bit of hex editing to point it to a new spot.

First, head to the very end of the file in the hex editor, and after the 00/null byte at the end, add your new animations path (as if it were in the place of the old one), then go to the hex side of the editor and add a null byte (00) after the path.

Next, head to offset hex 154 (ctrl+g to goto). There should be four bytes at that location (using the spy model, you see 98 4A 0E 00). These bytes, reversed, tell us the location of the 'includemodel pointer', the offset at which there's a few bytes telling us where the included .mdl file (the animation file) is. In the case of the spy model, it's 000E4A98, or E4A98, so head there via ctrl+g.

Upon reaching there, you'll see a bunch of zeros. 00 00 00 00. However, that first pair of zeros is an important part. In xvi32, highlight that byte, then go to the menu bar > Address > Remember Address. After the four pairs of zeroes (inconsistent spelling of the plural of 'zero'...), you'll see some nonzero bytes. Those next four should be something like EC 3E 00 00 (for the spy.mdl). This means 00003EEC. Don't head there just yet, though. That offset is relative to that remembered address we just saved, at that null byte. Go up to the menu bar > Address > Jump Width, set the jump width to 3EEC, then highlight that remembered null byte we had, then menu bar > Address > Jump Down (F5 for short). Where do we end up? Right at the start of the old animation file.

So now we can see what we need to do.
Head to the end of the file, and at the new animations file path that you added down at the bottom (models/whatever_anims_incredibly_long_filepath/pants.mdl), highlight the first byte of it. Go to menu bar > Address > Display Difference, and look at the 'Difference hex'. In the case of the spy.mdl, it should be 40C9. Reverse this so that it's C9 40 00 00, and replace the EC 3E 00 00 with the new four bytes (quickly get there via menu > Address > Goto remembered, then move over to the right by 4 bytes).

One more thing, the size of the file has changed so we need to tell the file that its new end is at the new end byte, not the old one. First, go to the very end of the file, on the hex side, and look at the very very last byte's "Adr. hex". Add 1 to that number (I've swapped out the spy model to use Heavy animations, so adr. hex shows E8B82, so I'm remembering E8B83. For those unfamiliar with hex, if your thing ends in 9, you make it A. If your thing ends in a letter, go to the next letter (A to B, B to C, etc). If it's F, make it a 0 and add 1 to the next letter up (so E8B8F would go to E8B90).

Ctrl+G, goto offset 4C, convert your number to the reversed format (so mine would be 83 8B 0E 00), and replace whatever's at 4C with that.
SAVE.

You should be done.
Yikes.
I'll try to get pics up of a spy model example soon.


eraserhead 08-13-2011 22:25

Re: [TF2] Model Manager 1.0.0 (08/13/2011)
 
Excellent work Flamin Sarge.

jameless 08-13-2011 22:25

Re: [TF2] Model Manager 1.0.0 (08/13/2011)
 
Glad to see this. Can't wait to have some fun with it.

SmackDaddy 08-13-2011 23:50

Re: [TF2] Model Manager 1.0.0 (08/13/2011)
 
Where would be a good place to find/download models to use with this? A list of places could be helpful in promoting this plugin as well Sarge. Thanks for the time you take for these plugins!

Snaggle 08-13-2011 23:55

Re: [TF2] Model Manager 1.0.0 (08/13/2011)
 
Gonna check this out tonight and have some fun, thanks very much.

loranger 08-14-2011 03:15

Re: [TF2] Model Manager 1.0.0 (08/13/2011)
 
is latest sm 1.4 files (tf2.inc & tf2 stock.inc) compatible with saxtonhale 1.35?

FlaminSarge 08-14-2011 03:28

Re: [TF2] Model Manager 1.0.0 (08/13/2011)
 
Loranger: yes. But this isn't the saxton hale thread.

Smackdaddy: I'll put up info on how to make custom models. Hopefully we can get it so that we don't have a million unique filepaths for what really is the same model. Mecha the Slag's model hexing plugin is a nice shortcut of the method I use to convert skins to custom models for use with this plugin.

Drixevel 08-14-2011 03:57

Re: [TF2] Model Manager 1.0.0 (08/13/2011)
 
This plugin looks very interesting, i will be testing it out soon as well. :]

scopesp 08-14-2011 04:07

Re: [TF2] Model Manager 1.0.0 (08/13/2011)
 
wow great :)
thank you will try later

napalm00 08-14-2011 04:55

Re: [TF2] Model Manager 1.0.0 (08/13/2011)
 
perfect!
now i just need a modeller XDD

scopesp 08-14-2011 06:37

Re: [TF2] Model Manager 1.0.0 (08/13/2011)
 
any ideas why this happens?

KeyValues Error: LoadFromBuffer: missing { in file addons/sourcemod/configs/TF2ModelManager/TF2_ItemList.cfg

L 08/14/2011 - 11:39:05: [SM] Plugin encountered error 25: Call was aborted
L 08/14/2011 - 11:39:05: [SM] Native "SetFailState" reported: Error, can't read file containing the item list : addons/sourcemod/configs/TF2ModelManager/TF2_ItemList.cfg
L 08/14/2011 - 11:39:05: [SM] Displaying call stack trace for plugin "TF2_ModelManager.smx":
L 08/14/2011 - 11:39:05: [SM] [0] Line 638, C:\sourcemod\addons\sourcemod\scripting\TF2_M odelManager.sp::Item_ParseList()
L 08/14/2011 - 11:39:05: [SM] [1] Line 390, C:\sourcemod\addons\sourcemod\scripting\TF2_M odelManager.sp::OnMapStart()

Snaggle 08-14-2011 09:12

Re: [TF2] Model Manager 1.0.0 (08/13/2011)
 
Quote:

Originally Posted by scopesp (Post 1532240)
any ideas why this happens?

KeyValues Error: LoadFromBuffer: missing { in file addons/sourcemod/configs/TF2ModelManager/TF2_ItemList.cfg

L 08/14/2011 - 11:39:05: [SM] Plugin encountered error 25: Call was aborted
L 08/14/2011 - 11:39:05: [SM] Native "SetFailState" reported: Error, can't read file containing the item list : addons/sourcemod/configs/TF2ModelManager/TF2_ItemList.cfg
L 08/14/2011 - 11:39:05: [SM] Displaying call stack trace for plugin "TF2_ModelManager.smx":
L 08/14/2011 - 11:39:05: [SM] [0] Line 638, C:\sourcemod\addons\sourcemod\scripting\TF2_M odelManager.sp::Item_ParseList()
L 08/14/2011 - 11:39:05: [SM] [1] Line 390, C:\sourcemod\addons\sourcemod\scripting\TF2_M odelManager.sp::OnMapStart()

There is an error in the config file provided, you need to add comments to some of the lines near the tops and then it will work.

scopesp 08-14-2011 09:18

Re: [TF2] Model Manager 1.0.0 (08/13/2011)
 
ahhh found it :)

thanks

scopesp 08-14-2011 14:37

Re: [TF2] Model Manager 1.0.0 (08/13/2011)
 
hey again :)
its there anyway using the animation like in the old em plugin?
i mean now if i equip engie skin on soldier they use their taunt and position like here in pic.. http://s7.directupload.net/file/d/2616/y8829eyq_jpg.htm normaly the rocketlauncher need to be on shoulder . . hope you understand what i mean :)

thanks

FlaminSarge 08-15-2011 01:07

Re: [TF2] Model Manager 1.0.0 (08/13/2011)
 
scopesp: nope, valve broke attachments like that. There is a way, but it requires a bit of hexing and serious reskinning.

Dispenzor: TF2_ItemList.cfg goes in addons\sourcemod\configs\TF2ModelManager\

I fixed the translation file and the cfg file in the OP.

coeocjf 08-15-2011 03:36

Re: [TF2] Model Manager 1.0.0 (08/13/2011)
 
This plugin makes me use skins in server??

How can I download models??
I need to change skins to models?

FlaminSarge 08-15-2011 05:11

Re: [TF2] Model Manager 1.0.0 (08/13/2011)
 
1) Yes.
2 & 3) You have to convert a skin to its own custom model path. For standardization, make it models/custom/player/<skinname>/spy.mdl, or whatever the model name is.

You can also turn yourself into an antlion (models/antlion.mdl) or gman (models/gman.mdl). I recommend using "flags" "NO_ANIM" on those.

coeocjf 08-15-2011 07:02

Re: [TF2] Model Manager 1.0.0 (08/13/2011)
 
I don't know how to convert skins to models.
Is this post correct?
https://forums.alliedmods.net/showpo...postcount=1283

eraserhead 08-15-2011 07:16

Re: [TF2] Model Manager 1.0.0 (08/13/2011)
 
That guide should still work in some cases but it's much easier now. If i have some time i will make another guide and post here.

coeocjf 08-15-2011 20:25

Re: [TF2] Model Manager 1.0.0 (08/13/2011)
 
Quote:

Originally Posted by eraserhead (Post 1532910)
That guide should still work in some cases but it's much easier now. If i have some time i will make another guide and post here.


ok. thanks.:):):)

FlaminSarge 08-16-2011 05:10

Re: [TF2] Model Manager 1.0.0 (08/13/2011)
 
That guide may result in horribly broken models, though. Generally, you change the path up top in the .mdl and you're done. I've come up with a way to have those creepy bonemerged models that one guy was requesting.

However, there's a much, MUCH better way to convert/hex MDLs, you just have to search for it.

snake4life 08-16-2011 06:42

Re: [TF2] Model Manager 1.0.0 (08/13/2011)
 
oh great job I was waiting months for a plugin like this was trying to change sm skinchooser but I could not get this class check implemented,

ok basicly its working fine but I need http://forums.alliedmods.net/showthread.php?p=602270

could u please implement a way so I dont need an extra download plugin for models

Drixevel 08-16-2011 08:48

Re: [TF2] Model Manager 1.0.0 (08/13/2011)
 
Code:


L 08/15/2011 - 22:48:08: [SM] Native "IsClientInGame" reported: Client index 0 is invalid
L 08/15/2011 - 22:48:08: [SM] Displaying call stack trace for plugin "TF2_ModelManager.smx":
L 08/15/2011 - 22:48:08: [SM]  [0]  Line 1510, TF2_ModelManager.sp::IsValidClient()
L 08/15/2011 - 22:48:08: [SM]  [1]  Line 1453, TF2_ModelManager.sp::Timer_Welcome()
L 08/15/2011 - 22:48:08: [SM] Native "IsClientInGame" reported: Client index 0 is invalid
L 08/15/2011 - 22:48:08: [SM] Displaying call stack trace for plugin "TF2_ModelManager.smx":
L 08/15/2011 - 22:48:08: [SM]  [0]  Line 1510, TF2_ModelManager.sp::IsValidClient()
L 08/15/2011 - 22:48:08: [SM]  [1]  Line 1453, TF2_ModelManager.sp::Timer_Welcome()
L 08/15/2011 - 22:48:08: [SM] Native "IsClientInGame" reported: Client index 0 is invalid
L 08/15/2011 - 22:48:08: [SM] Displaying call stack trace for plugin "TF2_ModelManager.smx":
L 08/15/2011 - 22:48:08: [SM]  [0]  Line 1510, TF2_ModelManager.sp::IsValidClient()
L 08/15/2011 - 22:48:08: [SM]  [1]  Line 1453, TF2_ModelManager.sp::Timer_Welcome()

hmm? Probably a bug with my server only, any ideas on it?

aeroplane10 08-16-2011 09:37

Re: [TF2] Model Manager 1.0.0 (08/13/2011)
 
Is it possible to force players to wear a specific custom hat made by myself?

Thraka 08-16-2011 13:09

Re: [TF2] Model Manager 1.0.0 (08/13/2011)
 
Quote:

Originally Posted by aeroplane10 (Post 1533826)
Is it possible to force players to wear a specific custom hat made by myself?

:rolleyes:

scopesp 08-16-2011 18:12

Re: [TF2] Model Manager 1.0.0 (08/13/2011)
 
Quote:

Originally Posted by snake4life (Post 1533737)
oh great job I was waiting months for a plugin like this was trying to change sm skinchooser but I could not get this class check implemented,

ok basicly its working fine but I need http://forums.alliedmods.net/showthread.php?p=602270

could u please implement a way so I dont need an extra download plugin for models

need make dep files ... nfo in link
http://forums.alliedmods.net/showpos...postcount=1547

SomeSortOfDuck 08-17-2011 01:04

Re: [TF2] Model Manager 1.0.0 (08/13/2011)
 
I put everything in the right place but the TF2_ItemList.cfg is confusing me a little.

Where do I actually put in the information. Do I put it after the last }? Do I just use the example one?

EDIT: I got it working, just used the example one. Another problem though:

No animations. Would it be possible to add these? I'm using the Horsemann model and it already has animations, as you know, but this plugin only changes models. Could I get this to work? How?

EDIT: Equipped headtaker and it plays animations.

FlaminSarge 08-17-2011 04:51

Re: [TF2] Model Manager 1.0.1 (08/17/2011)
 
Updated to 1.0.1 on 8/17/2011. New translation file too.

SomeSortOfDuck: I could've told you that the horsemann doesn't have many animations. Only the sword animations seem to match up.

I've been working on a few custom models that replicate the old creepy bonemerge models from the old EM. So far it's a success except for one of the medic's arms.

eraserhead 08-17-2011 06:54

Re: [TF2] Model Manager 1.0.1 (08/17/2011)
 
Quote:

Originally Posted by aeroplane10 (Post 1533826)
Is it possible to force players to wear a specific custom hat made by myself?

This plugin can't equip hats. Only player models (full body).

Snaggle 08-17-2011 08:21

Re: [TF2] Model Manager 1.0.1 (08/17/2011)
 
Does the menu work for anyone? Each time I open it, it just closes again once I pick one of the options.

Drixevel 08-17-2011 09:35

Re: [TF2] Model Manager 1.0.1 (08/17/2011)
 
Quote:

Originally Posted by Snaggle (Post 1534494)
Does the menu work for anyone? Each time I open it, it just closes again once I pick one of the options.

I had the same problem when i added new models, you have to rebuild it with the cvar.

Code:

tf_models_reload - Reparses the items file and rebuilds the model list.

aeroplane10 08-17-2011 09:35

Re: [TF2] Model Manager 1.0.0 (08/13/2011)
 
Quote:

Originally Posted by Thraka (Post 1533947)
:rolleyes:

What are you saying? If you don't mind me asking!

Quote:

This plugin can'tequip hats. Onlyplayer models(full body).
Thank you for your answer! I make skeleton models for every class, I'm gonna try them today.

Snaggle 08-17-2011 09:38

Re: [TF2] Model Manager 1.0.1 (08/17/2011)
 
Quote:

Originally Posted by r3dw3r3w0lf (Post 1534530)
I had the same problem when i added new models, you have to rebuild it with the cvar.

Code:

tf_models_reload - Reparses the items file and rebuilds the model list.

Cool thanks :grrr:

MaloModo 08-17-2011 10:35

Re: [TF2] Model Manager 1.0.1 (08/17/2011)
 
Thanks Flamin....not sure if you saw me request this in game ideas or not but exactly what I was looking for. There is a custom model for dodgeball -nuke which works pretty well with animation.

CynderWolf 08-18-2011 22:22

Re: [TF2] Model Manager 1.0.0 (08/13/2011)
 
Quote:

Originally Posted by FlaminSarge (Post 1532181)
Loranger: yes. But this isn't the saxton hale thread.

Smackdaddy: I'll put up info on how to make custom models. Hopefully we can get it so that we don't have a million unique filepaths for what really is the same model. Mecha the Slag's model hexing plugin is a nice shortcut of the method I use to convert skins to custom models for use with this plugin.

Hmm, I couldn't find Mecha's plugin to convert skins to models, could you maybe tell us where to find the plugin or how to convert the skins manually? Thanks for the help in advance.

eraserhead 08-19-2011 06:54

Re: [TF2] Model Manager 1.0.1 (08/17/2011)
 
http://www.facepunch.com/threads/1112309-Mecha-the-Slag-s-MDL-Hexer-Set-a-new-path!-Change-textures!

Credits go to Mecha the Slag for creating this and to Sazpaimon and Flamin Sarge for doing all the research.

xomp 08-19-2011 07:39

Re: [TF2] Model Manager 1.0.1 (08/17/2011)
 
Does this mean Be The Horsemann will ever get finished/released?

SomeSortOfDuck 08-19-2011 07:47

Re: [TF2] Model Manager 1.0.1 (08/17/2011)
 
Quote:

Originally Posted by xomp (Post 1536178)
Does this mean Be The Horsemann will ever get finished/released?

It should be fairly easy, especially for someone of Flamin's caliber.

Taken from another post of mines:

Quote:

Couldn't someone use this plugin: http://forums.alliedmods.net/showthread.php?t=148634

But change it so instead of attaching the Horsemann using attachables it actually uses FlaminSarge's model changer? I'm no genius when it comes to things like this but I'm pretty sure that would work, while being very simple for people like FlaminSarge who are godly at this stuff.
Over half the code is already there but the only thing it needs is the model AFAIK.

scopesp 08-19-2011 12:09

Re: [TF2] Model Manager 1.0.1 (08/17/2011)
 
iam ready to pay +50€ for one model .. if there any creator then pm me :)
thanks


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