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So, you want to create GIANT bots!!!
By Pte Jack
This is a video guide on how to rescale objects by for use in SFM.

Yes the video is 39 minutes long, but It is a step by step process showing some of the bugs and fixes you may encounter as you attempt to decompile, edit the .qc and recompile the model.

I may add more to this guide as I learn more about working with the programs I talk about here.

If you find this guide helpful, please rate it up.

Thanks, Pte Jack (For those who wonder what the Pte stands for, it's the abbreviation for Private)
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Video Guide on Rescaling Models
There are currently only 2 process for rescaling models for use in SFM. It is not possible (at the time of writing this guide) to rescale models in SFM directly; or at least no one I've chatted with has found a way to do it.

Both of these processes involve decompiling and recompiling the model you want to rescale.

The first way of rescaling a model is to decompile the model, find a 3D Editing program, such as XSi, 3ds Max, Maya, and Blender, that have plug-in support for importing and exporting .smd files, load these smd files into the editor, extract and convert skins from the .vtf files to add materials to these models, rescale, make changes, create animations, etc to the model, export the changes or animations made back to .smd files, then recompile the model and pray everything works. (This tutorial touches briefly on how to import the SMDs into Blender, but that's it. I may document this method in another tutorial when I completely understand the process later.)

Now for what IS covered in this tutorial.



The second method, and the one this video covers, is the use of the $scale command in the model's .qc file then recompiling the model. (This video assumes that you will use the existing skins for the model that you are rescaling, if you want to change the skins, then there are a few more step required and that is beyond the scope of this tutorial and may be a topic for another tutorial later.)

One important thing about using the $Scale method to rescale your models is that if you require the ability to use flex animation for phonemes, eye or face movement, the sliders in your rescaled model WILL NOT work if you use the $Scale method. If this is a requirement for your rescaled model, then you are going to have to learn how to rescale using the first method talked about here and model the animations using a 3D editing program.

Here's the video tutorial:

Rescale Tutorial
Text Recap of the Steps Taken
This is a quick and dirty text version of what was covered in the video. Some elements were skipped over or condensed for space sake. If you get to a point where things aren't working for you while using the text below, then rerun the video and watch for the part that is giving you problems.

1.Create Folders for the Reference Models files and the Decompiled Files somewhere on your desktop.
2.Create Models and Materials Folders in Usermod, then create the folder paths to where the models and the materials are going to live for your new model.
3.Copy the Valve Model Files to your Reference Models FolderThis may be by copying Valve model files from an existing game folder or by extracting them from a games GCF (Game Cache File) or a GMod GMA or compressed ZIP or RAR File
4.Check to make sure that there is a .dx80.vtx in the reference model folder. If not, copy, paste and rename the .dx90.vtx file to .dx80.vtx..
5.Copy the material files from the games materials folder to the materials folder you created in usermod. Make sure you retain the same file path as the original model.
For example if the file path to the materials was games/tf/materials/models/bots/pyro/then the material files, the usermod path should be games/usermod/materials/models/bots/pyro/then the material files
6.Attempt to Decompile to the decompile folder using the mdlDecompiler Tool. (If the decompiler crashes, it may be that you have to hex the .mdl file you're trying to decompile, open the .mdl file in a text editor and change the 5th character to a comma (,). Retry decompiling the file again. If it fails after hexing the .mdl file, then you may have missed the above step or the model may not be decompilable.).
7.Find the (modelname).mdl file. Open it in your favourite text editor. Change the $modelname with the new name you want to call your model.
Add the $Scale x.x (where x is the scale you want to change you model to. 1 = normal size, .5 =half size and 2 would be twice the normal size.
The $scale command must come before the reference to any SMD file that will be compiled.
Verify that the qc is calling for the correct files (ie the .smd file names in the decompile folder)
Save the file.
8.Go to your Steam/Steamapp/Common/Sourcefilmmaker/game/usermod folder
Open the gameinfo.txt file in a Text Editor
Change the SteamappId and the ToolsappId value from 1840 to 41010
Save the file
9.Load GUIStudioMDL 2.2
Select Orange Box then Click Add
Point the file browser to the Gameinfo.txt file located in your Steam/Steamapp/Common/Sourcefilmmaker/game/usermod folder
10.Load the .qc file in to GUIStudio
Press Compile
Look at the output and fix any errors in the qc file
If you run into a LOD problem, click the OrangeBox Options tab and select Strip LODs (LODs aren't required for SFM anyway)
Reload the qc and recompile again
(Do this until there are no errors and GUIStudio does not abort the process)
11.Load Source Filmmaker
Start a Session and Load a Map
Select the Motion Editor
12.Create an anmation set for new Model
Find your model in usermod and load it
14.Select the model in the animation set editor and zero the defaul slider if required.
14.Rotate the model as required.
15.Add more stuff to your scene and animate as required.
16.Have fun creating new posters and videos with your rescaled model
Tools Required to Rescale Items
Source Filmmaker (SFM): http://www.sourcefilmmaker.com/ (or through the Steam Softwares Store)

Notepad ++: http://notepad-plus-plus.org/

Cannonfodder's Model Decompiler (both fixed and original versions): https://developer.valvesoftware.com/wiki/Mdldecompiler

GUIStudioMDL 2.2: http://www.wunderboy.org/apps/guistudiomdl2.php

While you're at it, you may as well visit Nem's Tools and pick up the latest copies of GCFScape and VTFEdit. You're going to need these tools eventually: http://nemesis.thewavelength.net/

Have fun with it and if you think this tut is useful, please up rate it.

You can check out my other tutorials on my channel at https://www.youtube.com/user/PteJack1/videos?flow=list&view=0&sort=dd&query=SFM
Trials of Trying to Learn This Process so I Could Make the Tutorial
This is a quick time lapse of the problems I encountered while trying to learn this process.
http://youtu.be/J7TaJDHKSKs Timelapse
9 Comments
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Vintage Feb 18 @ 9:08am 
Personally, I think this can be deleted now. Just to let you know.
FrankenHeavy Aug 9, 2013 @ 3:19pm 
Well, hopefully I can be able to make giant zombies for my Wave 666 project. I really want to finish it, so I'm sure this tutorial and any other I can find will be essential! Thanks for posting this.
Pte Jack  [author] Jul 3, 2013 @ 2:54pm 
Doesn't get any simpler than the English that is here now, watch the vids, they help because you can see what is happening.
Mariachi Skeletron Prime Jul 3, 2013 @ 2:19pm 
Oh dear god.. in english please?
Tera_GX May 2, 2013 @ 5:34pm 
I appreciate that this guide was even able to help me change a different aspect. I wanted to change the hitboxes on a weapon, and this pointed me to the idea of and how to modify the QC file (HL Model Viewer makes hitbox editing easy). I was able to succeed eventually.

I'll note I didn't have to take any extra steps for decompiling and the 1840 AppID was fine, however I did get a frustrating "MountFilesystem" error. Spent a full day searching for answers and never found one, but ultimately the solution was easy: SFM has its own studiomdl.exe (as well as most if not all SDK features, including a version of Hammer). SFM's version produced good results in an instant.

The collision model is not aligned with the rest, but that's no problem for my objectives. I have successfully utilized my new hitboxes.
JamesFSky May 1, 2013 @ 3:06pm 
Thanks so much!
Cџfflµx Apr 11, 2013 @ 10:31am 
lol thanks
Pte Jack  [author] Apr 11, 2013 @ 9:03am 
An I to an A, I don't think I said anything about changing an I to an A. The only thing you have to change in the .mdl file is ISDT1 to ISDT, (This reads ISDTone to ISDTcomma)

I just ran the process and the model decompiled just fine, one thing you can check is to see if your have 6 model files in your ref folder. You may only have 4 files there and are missing the bot_heavy.dx80.vtx and the bot_heavy.sw.vtx files if you copied files from the tf\models\bots folder. Valve replaced the file structure for SFM and dropped support for Direct X 8, so these 2 files are no longer in the TF\Models\bots\heavy folder. This will cause the decompiler to crash as well.

If this is the case, the sw.vtx isn't important, the dx80.vtx is. Just copy the bot_heavy.dx90.vtx file into the same folder. It will become bot_heavy.dx90_Copy.vtx, rename that to bot_heavy.dx80.vtx and try to decompile again.
Cџfflµx Apr 11, 2013 @ 7:22am 
I was trying to resize a bot_heavy_boss.mdl, and I changed the I to a , but the decompiler still crashed.