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model decompile help


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Research
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Join Date: Nov 2011
Old 11-27-2012 , 03:13   model decompile help
Reply With Quote #1

I found touhou model (http://touhoufortress2.web.fc2.com/main.html)
but I can't recompile that

If I try compile model, always error like this
Quote:
Building binary model files...
Working on "mdldecompiler.qc"
SMD MODEL C:\Users\Research\Desktop\decompile/UnknownModelName.smd
VTA MODEL C:\Users\Research\Desktop\decompile/mdldecompiler_expressions.vta
ERROR: c:\users\research\desktop\decompile\mdldecomp iler.qc(21): - can't find eyeball texture "eyeball_r" on model
ERROR: Aborted Processing on 'freak_fortress_2\nitori\engineer.mdl'
and If I delete this code and compile
Code:
 
eyeball righteye bip_head -2.340 72.280 1.450 eyeball_r 1.900  0.000 0ngineer_red 1.800
eyeball lefteye bip_head 2.340 72.280 1.450 eyeball_l 1.900  0.000 0ngineer_red 1.800
model is invisible
help me

Last edited by Research; 11-27-2012 at 03:38.
Research is offline
nope.avi
Senior Member
Join Date: Jan 2012
Location: Australia
Old 11-27-2012 , 05:42   Re: model decompile help
Reply With Quote #2

Quote:
Originally Posted by Research View Post
I found touhou model (http://touhoufortress2.web.fc2.com/main.html)
but I can't recompile that

If I try compile model, always error like this


and If I delete this code and compile
Code:
 
eyeball righteye bip_head -2.340 72.280 1.450 eyeball_r 1.900  0.000 0ngineer_red 1.800
eyeball lefteye bip_head 2.340 72.280 1.450 eyeball_l 1.900  0.000 0ngineer_red 1.800
model is invisible
help me
Go to line 21 and remove it.
__________________
I quit the FF2 business, I can only provide some assistance and feedback. I was previously a 3D modeler, texture artist and boss maker.
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Research
SourceMod Donor
Join Date: Nov 2011
Old 11-27-2012 , 11:38   Re: model decompile help
Reply With Quote #3

Quote:
Originally Posted by nope.avi View Post
Go to line 21 and remove it.
line 21 is
Code:
eyeball righteye bip_head -2.340 72.280 1.450 eyeball_r 1.900  0.000 0ngineer_red 1.800
eyeball_r is not important part?
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RavensBro
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Join Date: Sep 2009
Location: Wisonsin USA
Old 11-27-2012 , 14:21   Re: model decompile help
Reply With Quote #4

not to nope thats why some of his bosses have no eyes
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nope.avi
Senior Member
Join Date: Jan 2012
Location: Australia
Old 11-27-2012 , 21:47   Re: model decompile help
Reply With Quote #5

Actually I leave all of those alone, I only remove some of the facial features like defaultfaceupper and some badvertexdata and stuff.
Also raven, my bosses have twitchy legs. Why D:
__________________
I quit the FF2 business, I can only provide some assistance and feedback. I was previously a 3D modeler, texture artist and boss maker.
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friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 12-04-2012 , 20:07   Re: model decompile help
Reply With Quote #6

All you need to do is change the eye texture, open the .smd in a text editor, and change the eyeball lines to whatever VMT file you are going to use. To get the coordinates for the eyes (if you re-exported the models) you will have to use XSI softimage. It will give you the X Y Z coordinates that the qc script needs for the center of the eyes. Just click a vertex that's in the center of the eye, or create a vertex there.

You should not have to destroy face data, it should work fine. If you want jigglebones, you have to extract them with another tool (qcjiggle) and add those to the QC as well.

Any bones that are not tied to vertex data will be discarded (weapon bones, animations, etc), add these bones with $bonemerge, or they will get left out. The compiler assumes that if the bone isn't used to deform the mesh, it's redundant, so it takes it out.

Some animations need special blendlayers and bodygroups like hats (so you can remove the soldier/sniper hat/soldier rocket. Make sure you preserve these. Also some animations need additional blend layers like the soldier's rocket, I think -- Or it will stay visible in his hand at all times.
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