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Source Filmmaker

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There are 2 models in there ("Pokeball" and "Pokemon Trainer") and it looks like it is in 3 different formats:

- Collada (.dae)
- Alias|WaveFront / Maya (.obj + .mtl)
- Valve Studiomdl Data (.smd)

You can make a Valve .MDL file out of the .SMD for use in SFM with the studiomdl.exe program, a well known GUI for it is StudioCompiler[].

Alternatively, you could check the model out (or modify it) by installing a 3D program together with any available .SMD plugin.

Hope this helps!
Laatst bewerkt door Lounger, The Creator; 9 jul 2013 om 12:31nm
what about the textures and where can i find studiomdl.exe?
Material information should be in the model file, except for the .obj, which uses the .mtl file for that.
studiomdl.exe is in the bin directory of any Valve SDK or Authoring tool.

But I recommend using a GUI application and pointing it to studiomdl.
now why would you want something like that in SFM???

Which is the correct scale before I post to the workshop??
"Ash" is a regular teenager, I'd say he should be a bit smaller than the Scout (since TF2 characters are huge and all.)
Origineel geplaatst door Pte Jack:
Which is the correct scale before I post to the workshop??
May I please ask ,,, How did you scale your model/objects in SFM?? Ithat would get alot out of the way from my next project.
I took the model's obj source to Blender, re-initialized the skins in Blender (this means creating new UVMaps if required.)

Once re-skinned, I go to the object's edit mode, I rescaled the character, then if the obj doesn't have a skeleton, I add an armature and create one. Then I assigned vertix groups to the bones. (Blender is great that way, there is a modifier that will attach mesh vertix groups to a bone if the vertix group and the bone are the same name.)

Once that is complete and the model moves the way I need it to, I export the project to SMD (or DMX, which I haven't figured out yet) files for SFM.

I then then create my skins (VTF Files) from the image files I skinned the characters in Blender using GIMP and it's VTF plugin and place them in the folder that will be it's home. I then create the VMT files and place them in the same folder as the VTFs.

Everything is now set up to write the qc. Once written, I load GUIStudio and compile the model. This is the point that the model will either compile or crash. If it crashes, it may be a line in the qc code that is wrong. A few trials and errors may be required. Having the qc opened in a program like notepad++ you can find the erroring line number reported by GUIStudio quickly.

Once compiled I take the model into SFM and try it there, checking bone rotations and any flex control I've added. If it doesn't work the way I want, I make adjustments in the blender model, export the SMDs and recompile.

Now if you are trying to rescale a model that is already a model that works in SFM, then you have to be able to decompile the valve model. Not all models decompile, especially the newer ones. The old decompilers just don't understand the newer code it finds and usually crashes without decompiling.

Once you have a model decompiled you find it's qc file. Add a $scale {and times number + or - for the amount you want increase or decrease the size of the model} line before any smd is called to be compiled. Save the qc and recompile the model (I would suggest giving it a new name).

I have a guide in the guides section above on how to make giant robots. Unfortuately with the sale on, it looks like the servers are over busy and things aren't as available as they should be, or I'd post a link... (Once things settle down I will).
Laatst bewerkt door Pte Jack; 17 jul 2013 om 2:49nm
The 4 Pokemon Trainer models I showed in my poster are now available in the Workshop...
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Source Filmmaker > Algemene discussies > Details van topic
Geplaatst op: 9 jul 2013 om 11:22vm
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