STEAM GROUP
Blender Source Tools BleST
STEAM GROUP
Blender Source Tools BleST
289
IN-GAME
1,699
ONLINE
Founded
November 8, 2013
All Discussions > Help > Topic Details
How do I export a model for goldsource?
I'm very new to Blender Source Tools, yet I gotten a good grasp of how it works. But I don't now what to set the "Engine path" property. Please help this newbie out.
< >
Showing 1-15 of 35 comments
Pte Jack Nov 29, 2018 @ 9:27pm 
Last edited by Pte Jack; Nov 29, 2018 @ 9:28pm
Groovy Reject Nov 30, 2018 @ 2:25pm 
I'm watching the video(s) but I'm not trying to port models into SFM, I'm trying to make a model for half-life 1 to be seen in a custom mod/map. Would this series still be helpful for what I'm trying to do?
Groovy Reject Nov 30, 2018 @ 4:43pm 
I'm watching the video(s) but I'm not trying to port models into SFM, I'm trying to make a model for half-life 1 to be seen in a custom mod/map. Would this series still be helpful for what I'm trying to do? (sry if I accidentally spam, my internet's laggy today)
Pte Jack Nov 30, 2018 @ 7:12pm 
no, most likely not other than to see what elements are create and brought into blender if you decompile a HL1 type model and what the qc looks like for compiling. When you compile, you would use the HL version of Studiomdl to ensure it compiles for use in Halflife.
Unfortunately, the format/requirements for a SFM model and Halflife model are not the same. So I apologize if I wasted your time posting the response I did.
Groovy Reject Dec 1, 2018 @ 8:49am 
It's okay, every failure is an opportunity to succeed (most likely quoted by someone). Sry It's been long since I've posted, my Internet was being slow and I was playing counter strike source in a server full of bots (because I suck). But I have made some progress. I've scaled my model properly, I've gotten the necessary tools, I've done everything properly. But I'm confused on what to set the engine path property for Half-Life, this is necessary so when I export the model it will also spit out a QC file for the model.
Pte Jack Dec 1, 2018 @ 9:22am 
No, QCs are not generated, they have to be written manually. Best thing to do is find a real model from the game engine you're going to use and decompile the model using crowbar. There is a switch in Crowbar that allows it to create a QC based on the model being decompiled. Use that as a guide for creating yours. As for setting the path to the game engine, I know you're interested in goldsrc, but are recompiling for goldsrc (original HL, TFC, Blueshift, etc) or are you actually compiling for the newer engine HLSource?
Last edited by Pte Jack; Dec 1, 2018 @ 9:23am
Groovy Reject Dec 1, 2018 @ 10:04am 
The original hl1 goldsrc, not the newer src like hl2, cstrike src, portal, ect. It's the golden src days for me.Scratch that part about having all the necessary tools, I forgot to get crowbar apparently, so I'm trying to download the file right now (aint that a bitch).
Pte Jack Dec 1, 2018 @ 10:18am 
https://steamcommunity.com/groups/CrowbarTool

Use the download link in the official group page.
Groovy Reject Dec 1, 2018 @ 10:37am 
The original hl1 goldsrc, not the newer src like hl2, cstrike src, portal, ect. It's the golden src days for me.Scratch that part about having all the necessary tools, I forgot to get crowbar apparently, so I'm trying to download the file right now (my internet's still laggy, this'll take a while).
Groovy Reject Dec 1, 2018 @ 10:42am 
So yes I'm making a model for the Goldsource.
Groovy Reject Dec 1, 2018 @ 10:54am 
I now have crowbar. And I've decompiled a hl1 model (big_rock) and it made a QC file. I opened the its QC with note pad. here's what it said.

// Created by Crowbar 0.51.0.0

$modelname "valve/models/big_rock.mdl"
$cd "."
$cdtexture "."
$cliptotextures
$scale 1.0

$bodygroup "studio"
{
studio "big_rock_large_rock_reference"
}

$flags 0


$cbox 0 0 0 0 0 0

$bbox 0 0 0 0 0 0

$hbox 0 "GeoSphere01" -15.66 -16.530001 -16.93 15.66 16.530001 16.360001

$sequence "idle1" {
"big_rock_anims\idle1"
fps 30
}

Is there a guide out there witch explains what these commands do? And what things would I need to change to set it to my model? I'd like the model to sort of behave like the H.E.V. suit item in Half-Life, right now I want to worry about getting the model with 1 animated sequence named idle into the game so I can at least see it in the game, and worry about all the c++ coding stuff later. Sry if I'm bombarding you with questions.
Pte Jack Dec 1, 2018 @ 11:10am 
I'm currently trying to assist with this however I have run into a snag trying to set up BleST to compile the model.

https://steamcommunity.com/sharedfiles/filedetails/?id=1579784798

From what I uderstand GoldSrc models requires the liblist.gam file instead of the gameinfo.txt file to compile. When I point BleST2.10.2 at the required file, the text box remains red. I've tried selecting the file outright, but it only brings the folder into the box.

What am I doing wrong here?
Pte Jack Dec 1, 2018 @ 11:12am 
Buttons, that is an old version of Crowbar btw, current version is 0.56 . Goto the link I provided and get the most recent.
Pte Jack Dec 1, 2018 @ 11:14am 
Also, the model you are creating, is it a prop (like the rock you decompiled) or a character model?
Zappy Dec 1, 2018 @ 11:41am 
Originally posted by TheManOfButtons:
- // Created by Crowbar 0.51.0.0 -
You don't have the latest version of Crowbar. The latest version is 0.56, not 0.51. You might want to get the latest version from the description of the Steam group that Pte Jack linked to in comment #8 of this thread. (Not that it really matters that much, but it's usually a good idea to use up-to-date versions of stuff.)

Originally posted by TheManOfButtons:
- Is there a guide out there witch explains what these commands do? -
Perhaps. See the Category:QC Commands page of the VALVe Developer Community wiki for links to most QC commands. Of course, some of them only work with Source, not GoldSrc, but still.

Anyway, of the things in that QC file:
$ModelName is the file-path and -name of the compiled model, relative to the "root" of the models folder. (I'm not quite sure how this works for GoldSrc, but it works that way for Source.)
$CD is for the directory of which to load SMD and other such files from when compiling the model. For Source, this defaults to where the QC file is. For GoldSrc, I don't know if it has a default, but if you just leave it set to ".", it'll be the folder that the QC file is in, too.
$CDTexture and $ClipToTextures seem to be related to turning BMP files into GoldSrc textures when compiling a model. These functions are not available for Source, though, and I've never made anything for GoldSrc, so I have no idea how this works.
$Scale changes the size of imported SMD files and such (but not VTA files; not for Source, at least). For Source, this defaults to 1.0 (which means 100% size). I don't know if it has a default for GoldSrc, so just leave it set to 1.0 in the QC file. It should be set before loading any SMD files or such (unless you're okay with the default, if there is a default).
$BodyGroup allows you to swap out any listed option with any other listed option in the same group. For example, Team Fortress 2's Engineer uses this for his right forearm, with his main body not having the right forearm, and with a bodygroup for just the right forearm, with the first(/default) option being his normal right forearm and orange/yellow glove, the second option being his Gunslinger weapon (mechanical hand), and the third option being invisible (used for arm-covering other things, like certain cosmetics and the Short Circuit weapon). I personally highly recommend using $Body instead of $BodyGroup if you don't want changeable options, as...
$BodyGroup "InternalName" { Studio "Filename.smd" }
...is functionally equivalent to...
$Body "InternalName" "Filename.smd"
...while the latter is (subjectively) much clearer and easier to read, only filling a single line instead of 4 lines.
$Flags is presumably for setting some flags on the model. For example, in Source, whether a texture repeats or "stretches" if UV mapping goes outside the texture is determined by "flags" that are set in the texture. (As far as I'm aware,) $Flags is not a command in Source, however, so I don't know what impact it has on a model. I don't even know if $Flags is for the model itself or for its textures.
$CBox and $BBox have something to do with collisions. (Not ragdoll physics collisions.)
$Sequence is for adding a sequence to a model. In Source, a model must have at least 1 sequence to be compileable, so I think that the same probably holds true for GoldSrc. One can often use one of the mesh SMD files for $Sequence in Source, so I also think that that's the same for GoldSrc. (A sequence is an animation... although in Source, $Animation is for advaned sequence stuff, so calling a sequence an "animation" may be confusing, even if it's correct.) A sequence (and an animation) doesn't have to be animated. It can be static if you don't want the model to do anything special.

Edit: $HBox is for hit-boxes (which are the things that "hitscan" weapons and such can hit). I forgot to mention that when writing this comment at first.
Last edited by Zappy; Dec 1, 2018 @ 1:20pm
< >
Showing 1-15 of 35 comments
Per page: 1530 50

All Discussions > Help > Topic Details
Date Posted: Nov 29, 2018 @ 7:32pm
Posts: 35