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HellJumper Sep 26, 2013 @ 4:22pm
Problem Decompiling Model
By user Dr. Shenanigans:

Originally posted by Dr. Shenanigans:
I was recommended to ask support here for a little problem I have in regards to decompiling.

in mdldecomplier, I try to decompile my model and it loads the model, but it's unable to load the vertex data, and just quits.

studiocompiler on the other hand, just freezes when it gets to mdldecompiler_expressions.vta

OK Shenanigans, there are a few things that could be going wrong with the decompilation. First of all, you are aware that the folder structure of most valve games were changed with the implementation of the steampipe system, right? This means that you will need to fix your SDK in order to properly tell the decompiler where to look. That is explained in this guide: http://steamcommunity.com/sharedfiles/filedetails/?id=157717488

Next, make sure that your decompiler is placed in the correct folder (should be located in the same folder as the studiomdl.exe file is which is generally your \username\sourcesdk\bin\ep1\bin\ folder). If you are using the fixed version of the decompiler, you will not need to hex your model. However, if you are using the regular MDLDecompiler program, you will need to open the extracted .mdl file with notepad++ and change "IDST0" to "IDST," in order to decompile.

If all else fails, you can always find the already decompiled tf2 models in your \username\sourcesdk_content\tf\modelsrc\player\ folder.
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Showing 1-3 of 3 comments
Dr. Shenanigans Sep 26, 2013 @ 9:04pm 
thanks man
Fafhrd Nov 16, 2013 @ 11:18pm 
Where are the skeletons for the already decompiled models? If I import the Spy .mdl, for example, I get the model, but not the rig. I tried importing the DMX files, but that got nothing.

[edit]nm, the DMX does work. I guess it has to be the first thing that's opened. Though I get a C runtime error when I import the DMX.
Last edited by Fafhrd; Nov 16, 2013 @ 11:23pm
HellJumper Nov 17, 2013 @ 12:51am 
When you import the .dmx or .smd file, make sure to uncheck the box that says "Append existing model" (bottom left of the import screen). Otherwise if there are ANY bones in your current scene, you won't get a new rig.
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