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Changing valves checksums on models?


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Trini8ed
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Join Date: May 2009
Old 02-24-2010 , 14:43   Changing valves checksums on models?
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I have been recently working on getting custom models to work but I've ran into 1 issue. I've change the model location for the the model in the weapon CTX and noticed that tf2 does some checksum work. Any way to change the checksums or remove them?

[IMG]http://img215.**************/img215/5113/testcr.png[/IMG]

Last edited by Trini8ed; 02-24-2010 at 14:47.
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Trini8ed
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Old 02-25-2010 , 12:50   Re: Changing valves checksums on models?
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anyone happen to know?
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Cooltad
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Join Date: Apr 2008
Old 02-25-2010 , 19:02   Re: Changing valves checksums on models?
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It is very hard because that check comes before any plugins even meta are loaded. Your best bet is editing the .so/dll and finding the exact checksum it normally reports, and replacing that with your own.
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Trini8ed
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Old 02-25-2010 , 20:43   Re: Changing valves checksums on models?
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hopefully it is there and HOPEFULLY someone could find where the source of the md5 checksum is.
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cmptrwz
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Join Date: Dec 2008
Old 02-26-2010 , 15:18   Re: Changing valves checksums on models?
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The checksum is built into the model itself. You need to decompile, edit, and recompile the model fully to get it correct.
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Trini8ed
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Old 02-26-2010 , 20:05   Re: Changing valves checksums on models?
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Um no its not in the model. I used a custom model not just decompiled it recompiled it with different textures a completely different model. If they were even in the models explain how sv_pure 2 means it does its work by an md5 checksum meaning if it was in the "Model" sv_pure would not work because it would check the clients model and would pass it though so its not in the model.

Last edited by Trini8ed; 02-26-2010 at 20:14.
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Cooltad
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Old 02-26-2010 , 20:36   Re: Changing valves checksums on models?
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md5 is calculated in real-time based on the file's byte contents.
If you decompiled and changed it, and recompiled it, it would give a different md5 than before.
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cmptrwz
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Old 02-27-2010 , 13:27   Re: Changing valves checksums on models?
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Quote:
Originally Posted by Trini8ed View Post
Um no its not in the model. I used a custom model not just decompiled it recompiled it with different textures a completely different model. If they were even in the models explain how sv_pure 2 means it does its work by an md5 checksum meaning if it was in the "Model" sv_pure would not work because it would check the clients model and would pass it though so its not in the model.
I change a model without recompile, I get the error. Regardless of where I put the model.

I recompile the model and put it in the EXACT SAME SPOT I was getting the error in and I stop getting it.

The checksum is, thus, IN THE MODEL. I ran through everything myself recently on 9 different models and came to that conclusion every time.

It also has nothing to do with pure settings, as that is a different checksum of sorts.
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Cooltad
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Old 02-28-2010 , 02:00   Re: Changing valves checksums on models?
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What you did proved me right. You edited the model, and the server checked the md5, found it to not match, and rejected it. Not to mention, you need to decompile a model and change .qc file and another file in it just to get it properly working (if we could get rid of the md5 check).

I was not saying there is no md5 check, but somehow you ended up not even reading my post, and thinking I was saying there is no md5. wtf?
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toazron1
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Join Date: Oct 2006
Old 02-28-2010 , 10:48   Re: Changing valves checksums on models?
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he wasn't quoting you
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