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Modding Discussion / Re: Problem with compiling models for SMOD
« Last post by AnOldLady on Today at 02:28:46 PM »
Thank you so much! Changing the .smd in the QC worked! Thank you so so much! I don't have to wait for SMOD13 to work on my mod anymore!
I actually did not have a 2006 compiler and used 2013 compiler when not using Crowbar.

I got one more question though,
In MDLDecompiler, the QC made reveals the textures the model uses and this allows you to rename the textures. But in Crowbar, this feature is missing. Is it me or is there a way to rename textures again?

Thanks in advance!
2
Modding Discussion / Re: Problem with compiling models for SMOD
« Last post by Onemanshow on September 24, 2017, 06:10:57 PM »
First, are you sure that you are compiling the models using the 2006 SDK? While models compiled on the 2007/2013 SDK might load in SMOD, they'll have problems like the ones you are describing.

I'd strongly recommend not using CannonFodders MDL Decompiler as it is very outdated and causes many problems when decompiling models. If you are using the 2006 SDK and you still have this issue, you can try opening the .qc of the models and changing the$Sequence "ragdoll" bit like so:

old:
Code: [Select]
$sequence "ragdoll" "male_04_anims\ragdoll.smd" {
fps 30
activity "ACT_DIERAGDOLL" 1
}

to:
Code: [Select]
$sequence "ragdoll" "male_04_reference.smd" {
fps 30
activity "ACT_DIERAGDOLL" 1
}

Using the model itself as the ragdoll sequence is usually fine in most cases and is a quick fix in case Crowbar maims the ragdoll animation on decompile. It's also possible that Crowbar broke the physics mesh itself during decompile, but hopefully that's not the issue here because that can be a pain to fix.

Also you should post a few screenshots of the issues in question so we can see exactly what is happening.  :)

DEFAULT CITIZEN
Male01 = Missing Face, No Ragdoll Stretch

Do you mean the old "wooden face/warped texture" on the citizen faces? That's an issue old as HL2 itself. See, Valve used the "Clamp T/Clamp S" VTF flags on citizen face textures. These flags are usually to stop texture bleeding which isn't really a problem for character models so I have no idea why Valve did this. These flags cause the texture to warp to the point of breaking when you decompile and recompile a citizen model. I've heard that adjusting the UV of the heads can fix this, but you are probably better off extracting the textures for the citizen heads and using VTFEdit to uncheck the "Clamp T/Clamp S" flags.
3
SMOD & SMOD2 / Re: Official SMOD3 Discussion Thread
« Last post by Troggy Hordesman on September 24, 2017, 04:56:34 PM »
I would say you move your efforts and what can be transferred to smod13. It's better to funnel all efforts into one project instead of two with roughly the same base idea.
4
SMOD & SMOD2 / Re: (WIP) SMOD13 - Bringing SMOD back!
« Last post by Troggy Hordesman on September 24, 2017, 03:59:54 PM »
I just smiled so hard my lower jaw fell off. Help.
5
Weapon Releases / Re: [RELEASE] AN-94
« Last post by martin.kosecky5 on September 24, 2017, 03:51:13 PM »
Great Job! Could you also do AEK-971?
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Modding Discussion / Problem with compiling models for SMOD
« Last post by AnOldLady on September 24, 2017, 02:48:05 PM »
Hi Im having this HUGE problem with recompiling a citizen model for HL2 specifically source engine 2006 version. It works perfectly on regular Half Life 2 2017 but when i bring it over to a 2006 engine like SMOD, it causes the hands and feet to stretch beyond humanity's understanding of the universe. If anyone knows the fix to this, it will be greatly appreciated! I don't know who else to turn to so i'm here. The model itself works fine, animations and textures are working perfectly. It does this only when it comes to ragdolls. Thanks in advance! I sought help on Facepunch but no one has the answer at all.

"As I looked up into the sky, I saw.... hands"



ADDITIONAL INFO:
The Source Engine im working on is 2006.
I used CannonFodders MDL Decompiler and redid everything in Crowbar, both gave same results.
I am working on SMOD as I am trying to create my own mod using the gore system from SMOD

I have run a few tests, grabbing ALL models from 2004 build of Half Life 2. All models were decompiled and recompiled immediately without any changes.

DEFAULT CITIZEN
Male01 = Missing Face, No Ragdoll Stretch
Male02 - Male09 = Ragdoll Stretch
Female01 - Female07 = Ragdoll Stretch

REFUGEE CITIZEN
Male01 - Male02 = No Problems
Male03 - Male09 = Ragdoll Stretch
Female01 - Female07 = Ragdoll Stretch

REBEL CITIZEN
Male01 - Male09 = No Problems
Female01 - Female07 = Ragdoll Stretch

Alyx = Ragdoll Stretch
Mossman = Ragdoll Stretch

As you can see, all female models are messed up.

Any solution? Any idea?
Any help would be appreciated :(

7
SMOD & SMOD2 / Re: (WIP) SMOD13 - Bringing SMOD back!
« Last post by AnOldLady on September 24, 2017, 02:45:03 PM »
OH MY GOD I WAS ON THE VERGE OF CRYING CAUSE IM TRYING TO MAKE A MOD FROM CURRENT SMOD AND I GOT REALLY SAD CAUSE PORTING MODELS to 2006 source engine is a pain in the butt and its really glitchy BUT THANK GOD YOU GUYS ARE MAKING 2013 SMOD.
8
Weapon Releases / Re: [RELEASE] AN-94
« Last post by Vasiliy Nevezychiy on September 24, 2017, 08:41:22 AM »
Very neat +rep

Only thing I would improve would be the ironsights, the model sits a bit too far away when using them imo.

Thanks :)

I would improve ironsights.



Better?
9
Weapon Releases / Re: [RELEASE] AN-94
« Last post by Counter-Life™ on September 24, 2017, 08:22:28 AM »
Very neat +rep

Only thing I would improve would be the ironsights, the model sits a bit too far away when using them imo.
10
Weapon Releases / [RELEASE] AN-94
« Last post by Vasiliy Nevezychiy on September 23, 2017, 11:58:01 AM »


Credits:
GSC Gameworld - model, sounds
Millenia - AN-94 texture
Teh Snake - GP-30 texture
Futon - sounds
Ultimate Bastard - animations, compile

Original skin: https://gamebanana.com/skins/73816

Updated 24/09/17:
Improved ironsights.

Download link:
https://www.dropbox.com/s/sa8cwrkbz3uw5e6/AN-94%20Updated%201.rar?dl=0
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