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Decompiling Models
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  • dwigfor
  • Posted: 01 December 2008 06:17 PM
  • Total Posts: 160
  • Joined: 18 April 2008 02:46 AM

FINALLY I got this to work..... And I share my knowledge!

3076961706_a56f0aec39_b.jpg

What you need:
GCFScape - http://nemesis.thewavelength.net/index.php?p=26
MdlDecompiler - http://www.chaosincarnate.net/cannonfodder/cftools.htm
Notepad ++ - http://sourceforge.net/project/s...=95717&package_id=102072/

1) Extract the files with GCFScape.
2) Place MdlDecompiler in ..\sourcesdk\bin\ep1\bin folder
3) Open Notepad++ (This step is only necessary with Orange Box Engine games)
3a) Open mdl file you want to decompile. Change IDST0 (or IDST.) to IDST,
3b) If that doesn’t work, try changing it to the other character, either 0,. That’s a Zero, btw.
4) Open MdlDecompiler and decompile the model.

* I had to substitute the materials, since the source .bmp aren’t available for extraction.. I just found alternate vtf files to use.

PS. I can’t figure out how to get animations loaded into XSI. Can anyone help me with that?

PPS.  I noticed that the envelope weights are pretty messed up.  Might try another option with mdldecompiler..



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  • foleypro
  • Posted: 04 December 2008 09:37 AM

When I tried to open my SMD files thru the Valve add on it asked me for the texture Path...?

Now I pointed it to TGA..
I pointed it to a VMT..
any other Idea’s..?
Each time XSI brings NOTHING iinto thy scene....

But I can view everything in Milkshape,tS,Maya,Max…

I can play with thy rigs in several proggies and a few I betatest for…

I was thinking That I need to make a new QC file…



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  • foleypro
  • Posted: 04 December 2008 09:44 AM

BTW I am going from source to dod…



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  • dwigfor
  • Posted: 04 December 2008 10:09 AM

Same problem, but my workaround is to manually replace the texture.

To replace the image, open explorer (8), hit o, expand the source images (or maybe it’s the clips, I forget), open the properties (click icon before name) for the image that has 0 dimensions, and update the path.

If you’re unsure what goes with what, you can try opening render tree for selected object/cluster.

That’s how I imprted the Heavy’s textures.

-Dave



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