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Author Topic: MDLDecompiler Doesn't Create Qc  (Read 4014 times)

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Offline 0per4t0r

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MDLDecompiler Doesn't Create Qc
« on: August 16, 2011, 06:00:05 AM »
Hello, I'm trying to decompile the viewmodel of this skin to change the sound event IDs: http://www.gamebanana.com/skins/108492, but when I try to decompile the model, both MDLDecompiler and StudioCompiler (old version featured in decompiling tutorial, can't get new one [0.4a] to work) crash with the "x has stopped working" error a few seconds later. The SMDs are extracted, but It doesn't create a qc file, which I need to change the sound event IDs. A google search led me to believe that I should download Erix920's fixed version of MDLDecompiler, but all links to it are dead/broken. I've also tried Hooch's "fixed" version, which didn't work either.

Can anyone help me with this?

Offline gamr748

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Re: MDLDecompiler Doesn't Create Qc
« Reply #1 on: August 16, 2011, 12:58:36 PM »
Here is the View, and both worlds decompiled

On a sidenote, the newest studio compiler suite is very tempermental... it likes to work for 20min then not for a day... I don't configure it myself though, because that flat out crashes when i do it, if you have to compile anything, i prefer GUIStudioMDL.
Code: [Select]
http://www.megaupload.com/?d=MQMOLXS7

Offline BIZ

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Re: MDLDecompiler Doesn't Create Qc
« Reply #2 on: August 16, 2011, 01:24:41 PM »
i have to say that the decompiler is very tempermental. sometimes moving the output directory works for some strange reason.

Offline 0per4t0r

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Re: MDLDecompiler Doesn't Create Qc
« Reply #3 on: August 16, 2011, 10:15:03 PM »
I'm having another problem with the custom weapon.. I rigged the worldmodel to ar2 bones, npcs hold it and use it fine, but the worldmodel uses the ar2 muzzleflash, even though I have MuzzleType set to CSRIFLE in the custom weapon script and have css contents added in addcontents... Anyone know how I can get it to use the css rifle muzzleflash or hl2 smg flash?

Custom weapon script:
Code: [Select]
//H&K HK416 Assault Rifle

WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "HK416"
"viewmodel" "models/weapons/v_rif_hk416.mdl"
"playermodel" "models/weapons/w_rif_hk416.mdl"
"anim_prefix" "ar2"
"bucket" "2"
"bucket_position" "12"

"clip_size" "30"
"clip2_size" "-1"

"default_clip" "30"
"default_clip2" "-1"

"primary_ammo" "ar2"
"secondary_ammo" "None"

"weight" "4"
"item_flags" "0"

"BuiltRightHanded" "0"
"AllowFlipping" "1"

"CSViewModel" "1"
"MuzzleType" "CSRIFLE"
"MuzzleSize" "1.2"
// "MuzzleAttach" "1"
"LagScale" "0.4"
"CSWorldModel" "0"

// SMOD Ironsight setting.
IronSight
{
"right" "2.87"
"up" "0.97"
"forward" "-2.2"
"fov" "-10"
}


// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
// "reload" "Weapon_SMG1.Reload"
"reload_npc" "Weapon_SMG1.NPC_Reload"
"empty" "Weapon_SMG1.Empty"
"single_shot" "Weapon_HK416.Single"
"single_shot_npc" "Weapon_HK416.NPC_Single"
}

// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"file" "sprites/hud_weapons_hk416"
"x" "0"
"y" "0"
"width" "128"
"height" "32"
}
"weapon_s"
{
"file" "sprites/hud_weapons_hk416"
"x" "0"
"y" "0"
"width" "128"
"height" "32"
}
"ammo"
{
"font" "WeaponIcons"
"character" "p"
}
"ammo2"
{
"font" "WeaponIcons"
"character" "t"
}
"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}

"WeaponSpec"
{
// 0 : single
// 1 : automatic
// 2 : shotgun
// 3 : autoshotgun
"WeaponType" "1"
"FireRate" "0.0865"
"UnderWater" "0"
"FireMode" "5"


"Options" {
"LastDryFireActivity" "0"
"ReloadSound" "1"
"CrossHairMove" "0.2"
"CrossHairMinSize" "20.0"
}

"Activities" {
                "PrimaryFire" "ACT_VM_PRIMARYATTACK"
                "Reload" "ACT_VM_RELOAD"
                "Idle"         "ACT_VM_IDLE"
                "Deploy" "ACT_VM_DRAW"
}

"Recoil" {
"PunchPitch" "-0.45 -0.48"
"PunchYaw" "-0.1 0.1"
"EnableSnap" "0"
"SnapPitch" "-0.0 0.0"
"SnapYaw" "-0.0 0.0"
"Crouch" "0.8"
"Amp" "1.6"
"PunchLimit" "2.0"
}

"Spread" {
"Default" "1.3"
"MaxSpread" "3.8"
"Run" "10.0"
"RunSpeed" "100"
"Crouch" "0.7"
"Fire" "2.5"
}

"Bullet" {
"AmmoType" "AK47"
"Damage" "16"
"ShotCount" "1"
"Tracer" "3"
"Force" "0.8"
"Penetrate" "7"
}

"Npc" {
"AnimType" "ar2"
"BurstMax" "10"
"BurstMin" "5"
"FireRate" "0.0865"
"Range" "2048"
"MuzzleFire" "1"
"FireRagdoll" "1"
}
}

}

Offline Doritosman

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Re: MDLDecompiler Doesn't Create Qc
« Reply #4 on: August 16, 2011, 10:25:39 PM »
Try MZSMG for the muzzletype. My uzi uses the ar2 anims and the muzzle's fine.

Offline 0per4t0r

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Re: MDLDecompiler Doesn't Create Qc
« Reply #5 on: August 16, 2011, 10:39:05 PM »
Tried using MZSMG, but it only affected the viewmodel. The worldmodel still used the ar2 flash.

Offline BIZ

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Re: MDLDecompiler Doesn't Create Qc
« Reply #6 on: August 17, 2011, 01:19:35 AM »
Tried using MZSMG, but it only affected the viewmodel. The worldmodel still used the ar2 flash.

weemodel muzzleflash is designated in .QC file

take a look at this - http://www.bsnooch.com/forums/index.php?topic=17.0


all default muzzleflashes - http://developer.valvesoftware.com/wiki/Animation_Events#Muzzleflash
« Last Edit: August 17, 2011, 01:22:40 AM by BIZ »