STEAM GROUP
Crowbar [Source Engine Modding Tool] CrowbarTool
STEAM GROUP
Crowbar [Source Engine Modding Tool] CrowbarTool
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October 26, 2013
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loKkdoKk Mar 12, 2016 @ 12:33pm
Tutorial: Porting GoldSource models to Source Engine using Crowbar for Dummies and Newbies.
Beginning:


1) Select .MDL file or Folder with models. (I'm select this model %My_path_to_steam_folder%\Steam\steamapps\common\Half-Life\czero\models\props\antenna_artic.mdl

2) Select Output folder for decompiled model. (i'm select this path E:\csczds).

3) Select Crowbar option named "Texture BMP Files (GoldSource)".

4) Click the Decompile button.

https://steamcommunity.com/sharedfiles/filedetails/?id=644338160

Result of Decompiling Model:

http://steamcommunity.com/sharedfiles/filedetails/?id=644339231

VTFEdit continue our work

1) Open VTFEdit

1a) Click the "Tools" Button.

1b) Select "Create VMT File".

1c) Tap "Options" in open window and select shader VertexlitGeneric .

1d) Click "Create" Button.
http://steamcommunity.com/sharedfiles/filedetails/?id=644339614

2) Now we can Convert Folder with our .bmp image to .vft .

2a) Click the "Tools" Button.

2b) Select "Convert Folder" .

2c) In opened window Select Input and Output folders + select "Create VMT Files" .

2d) Click to "Convert" .

http://steamcommunity.com/sharedfiles/filedetails/?id=644340063

Using Notepad++ to Fixing .qc and .smd files

3) Open Nonepad++.

3a) Open .qc file with .smd file .

3b) Replase $Flags 0 to $cdmaterials "models/%your_texture_folder%/" .

3c) Replace in .qc and .smd texture values - .bmp to .vtf .

http://steamcommunity.com/sharedfiles/filedetails/?id=644340468

Compiling

1) Select .qc file by decompiled model

2) Select Output folder for compiled model.

3) Click the Compile button.

http://steamcommunity.com/sharedfiles/filedetails/?id=644340766


Result of compiling model:

http://steamcommunity.com/sharedfiles/filedetails/?id=644341032
Last edited by loKkdoKk; Mar 12, 2016 @ 11:06pm
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Showing 1-15 of 21 comments
ZeqMacaw Mar 12, 2016 @ 1:48pm 
You can't use img tags in forum posts. You'll have to use url tags and link to your Steam Artwork section.

This is my Artwork section where I store images I have used in other posts:
http://steamcommunity.com/id/zeqmacaw/images/
Last edited by ZeqMacaw; Mar 12, 2016 @ 1:51pm
loKkdoKk Mar 12, 2016 @ 11:07pm 
Originally posted by ZeqMacaw:
You can't use img tags in forum posts. You'll have to use url tags and link to your Steam Artwork section.

This is my Artwork section where I store images I have used in other posts:
http://steamcommunity.com/id/zeqmacaw/images/

updated.
Telarian Jun 5, 2017 @ 2:00pm 
With me, the Model View program is crash. I have no idea why. And the model in the game is invisible.
I edited g man player model and I use file QC with gman MDL. I made a correction in the QC file and added new item names. Did not work. Do you have idea why??


// Created by Crowbar 0.42.0.0 $ModelName "Dudel.mdl" $BodyGroup "body" { studio "gman_body0_model0.smd" } $BodyGroup "body" { studio "gman_body1_model0.smd" } $BodyGroup "body" { studio "gman_body2_model0.smd" } $BodyGroup "body" { studio "Dudel_oczy.smd" } $BodyGroup "body" { studio "Dudel_wlosy.smd" } $BodyGroup "body" { studio "Dudel_Uszy.smd" } $TextureGroup "skinfamilies" { { "dm_base.bmp" "gman_boots-shirt.bmp" "gman_button_chrome.bmp" "gman_hands.bmp" "gman_head.bmp" "gman_mouth.bmp" "Dudel_Texture.bmp" "Dudel_oko.bmp" "Dudel_Ucho.bmp" "Dudel_Wlosy.bmp" } } $Attachment 0 "Bip01 R Hand" 13 1.5 4.25 $Attachment 1 "Bip01 R Hand" 9 0 0 $Attachment 2 "Bip01 R Hand" 35 3.5 -0.5 $Attachment 3 "Bip01 L Hand" 13 1.5 -4.25 $CBox 0 0 0 0 0 0 $BBox 0 0 0 0 0 0 $HBox 3 "Bip01 Pelvis" -4.69 -4.44 -6.75 4 5.56 6.75 $HBox 6 "Bip01 L Leg" 2.66 -3.69 -3.09 18.16 4.88 3.31 $HBox 6 "Bip01 L Leg1" 0.38 -3.97 -2.84 17.6 4 2.94 $HBox 6 "Bip01 L Foot" -0.59 -2.34 -2.63 3.79 8 2.19 $HBox 7 "Bip01 R Leg" 2.47 -3.69 -3.16 18.129999 4.88 3.38 $HBox 7 "Bip01 R Leg1" 0.31 -3.97 -2.84 17.6 3.94 2.97 $HBox 7 "Bip01 R Foot" -0.56 -2.34 -2.19 3.81 8 2.66 $HBox 3 "Bip01 Spine1" -3.25 -5.5 -5.5 4.83 5.5 5.5 $HBox 2 "Bip01 Spine2" -0.06 -5.53 -7.59 8 7 7.59 $HBox 2 "Bip01 Spine3" -2.25 -6.81 -6.31 6.5 5.09 6.31 $HBox 2 "Bip01 Neck" -3.11 -1.5 -3 2.05 3.5 3 $HBox 1 "Bip01 Head" 0.09 -3.66 -3 8.41 5.09 3 $HBox 4 "Bip01 L Arm" 0.94 -2.88 -4.13 5.44 4.28 3.5 $HBox 4 "Bip01 L Arm1" -2.16 -2.34 -2.56 11.56 3.41 2.38 $HBox 4 "Bip01 L Arm2" 0.59 -1.81 -2.19 10.75 2.84 2.41 $HBox 4 "Bip01 L Hand" 0 -1 -2 3 1.5 3.5 $HBox 5 "Bip01 R Arm" 1.38 -2.84 -3.56 5.69 4.31 4.31 $HBox 5 "Bip01 R Arm1" -1.88 -2.47 -2.16 11.81 3.28 2.81 $HBox 5 "Bip01 R Arm2" 0.44 -1.97 -2.34 10.59 2.72 2.22 $HBox 5 "Bip01 R Hand" 0 -1 -2 3 1.5 3.5 $Controller 0 "Bip01 Spine" XR -30 30 $Controller 1 "Bip01 Spine1" XR -30 30 $Controller 2 "Bip01 Spine2" XR -30 30 $Controller 3 "Bip01 Spine3" XR -30 30 $Sequence "look_idle" { "gman_anims\look_idle.smd" ACT_IDLE 1 fps 14 loop } $Sequence "idle" { "gman_anims\idle.smd" ACT_IDLE 1 fps 14 loop } $Sequence "deep_idle" { "gman_anims\deep_idle.smd" ACT_IDLE 4 fps 12 loop } $Sequence "run2" { "gman_anims\run2.smd" ACT_RUN 1 fps 40 loop LX } $Sequence "walk2handed" { "gman_anims\walk2handed.smd" ACT_WALK 1 fps 20 loop LX } $Sequence "2handshoot" { "gman_anims\2handshoot.smd" ACT_RANGE_ATTACK1 1 fps 20 } $Sequence "crawl" { "gman_anims\crawl.smd" ACT_CROUCH 1 fps 22 loop LX } $Sequence "crouch_idle" { "gman_anims\crouch_idle.smd" ACT_CROUCHIDLE 1 fps 4 loop } $Sequence "jump" { "gman_anims\jump.smd" ACT_HOP 1 fps 30 } $Sequence "long_jump" { "gman_anims\long_jump.smd" ACT_LEAP 1 fps 24 LX } $Sequence "swim" { "gman_anims\swim.smd" ACT_SWIM 1 fps 14 loop } $Sequence "treadwater" { "gman_anims\treadwater.smd" ACT_HOVER 1 fps 14 loop } $Sequence "die_simple" { "gman_anims\die_simple.smd" ACT_DIESIMPLE 1 { event 2001 9 } fps 22 } $Sequence "die_backwards1" { "gman_anims\die_backwards1.smd" ACT_DIEBACKWARD 4 { event 2001 13 } fps 26 } $Sequence "die_backwards" { "gman_anims\die_backwards.smd" ACT_DIEBACKWARD 1 { event 2001 15 } fps 30 } $Sequence "die_forwards" { "gman_anims\die_forwards.smd" ACT_DIEFORWARD 1 { event 2001 8 } fps 26 } $Sequence "headshot" { "gman_anims\headshot.smd" ACT_DIE_HEADSHOT 4 { event 2001 22 } fps 24 } $Sequence "die_spin" { "gman_anims\die_spin.smd" ACT_DIE_HEADSHOT 1 { event 2001 16 } fps 30 } $Sequence "gutshot" { "gman_anims\gutshot.smd" ACT_DIE_GUTSHOT 1 { event 2001 22 } fps 26 } $Sequence "ref_draw_crowbar" { "gman_anims\ref_draw_crowbar_blend01.smd" "gman_anims\ref_draw_crowbar_blend02.smd" blend "XR" -70 70 fps 12 } $Sequence "ref_aim_crowbar" { "gman_anims\ref_aim_crowbar_blend01.smd" "gman_anims\ref_aim_crowbar_blend02.smd" blend "XR" -70 70 fps 12 loop } $Sequence "ref_shoot_crowbar" { "gman_anims\ref_shoot_crowbar_blend01.smd" "gman_anims\ref_shoot_crowbar_blend02.smd" blend "XR" -70 70 fps 24 } $Sequence "crouch_draw_crowbar" { "gman_anims\crouch_draw_crowbar_blend01.smd" "gman_anims\crouch_draw_crowbar_blend02.smd" blend "XR" -70 70 fps 12 } $Sequence "crouch_aim_crowbar" { "gman_anims\crouch_aim_crowbar_blend01.smd" "gman_anims\crouch_aim_crowbar_blend02.smd" blend "XR" -70 70 fps 12 loop } $Sequence "crouch_shoot_crowbar" { "gman_anims\crouch_shoot_crowbar_blend01.smd" "gman_anims\crouch_shoot_crowbar_blend02.smd" blend "XR" -70 70 fps 24 } $Sequence "ref_cock_wrench" { "gman_anims\ref_cock_wrench_blend01.smd" "gman_anims\ref_cock_wrench_blend02.smd" blend "XR" -70 70 fps 10 } $Sequence "ref_hold_wrench" { "gman_anims\ref_hold_wrench_blend01.smd" "gman_anims\ref_hold_wrench_blend02.smd" blend "XR" -70 70 fps 13 } $Sequence "ref_shoot_wrench" { "gman_anims\ref_shoot_wrench_blend01.smd" "gman_anims\ref_shoot_wrench_blend02.smd" blend "XR" -70 70 fps 13 } $Sequence "crouch_cock_wrench" { "gman_anims\crouch_cock_wrench_blend01.smd" "gman_anims\crouch_cock_wrench_blend02.smd" blend "XR" -70 70 fps 10 } $Sequence "crouch_hold_wrench" { "gman_anims\crouch_hold_wrench_blend01.smd" "gman_anims\crouch_hold_wrench_blend02.smd" blend "XR" -70 70 fps 13 } $Sequence "crouch_shoot_wrench" { "gman_anims\crouch_shoot_wrench_blend01.smd" "gman_anims\crouch_shoot_wrench_blend02.smd" blend "XR" -70 70 fps 13 } $Sequence "ref_draw_gren" { "gman_anims\ref_draw_gren_blend01.smd" "gman_anims\ref_draw_gren_blend02.smd" blend "XR" -70 70 fps 10 } $Sequence "ref_aim_gren" { "gman_anims\ref_aim_gren_blend01.smd" "gman_anims\ref_aim_gren_blend02.smd" blend "XR" -70 70 fps 12 loop } $Sequence "ref_cock_gren" { "gman_anims\ref_cock_gren_blend01.smd" "gman_anims\ref_cock_gren_blend02.smd" blend "XR" -70 70 fps 18 } $Sequence "ref_hold_gren" { "gman_anims\ref_hold_gren_blend01.smd" "gman_anims\ref_hold_gren_blend02.smd" blend "XR" -70 70 fps 15 } $Sequence "ref_shoot_gren" { "gman_anims\ref_shoot_gren_blend01.smd" "gman_anims\ref_shoot_gren_blend02.smd" blend "XR" -70 70 fps 15 } $Sequence "crouch_draw_gren" { "gman_anims\crouch_draw_gren_blend01.smd" "gman_anims\crouch_draw_gren_blend02.smd" blend "XR" -70 70 fps 10 } $Sequence "crouch_aim_gren" { "gman_anims\crouch_aim_gren_blend01.smd" "gman_anims\crouch_aim_gren_blend02.smd" blend "XR" -70 70 fps 12 loop } $Sequence "crouch_cock_gren" { "gman_anims\crouch_cock_gren_blend01.smd" "gman_anims\crouch_cock_gren_blend02.smd" blend "XR" -70 70 fps 18 } $Sequence "crouch_hold_gren" { "gman_anims\crouch_hold_gren_blend01.smd" "gman_anims\crouch_hold_gren_blend02.smd" blend "XR" -70 70 fps 15 } $Sequence "crouch_shoot_gren" { "gman_anims\crouch_shoot_gren_blend01.smd" "gman_anims\crouch_shoot_gren_blend02.smd" blend "XR" -70 70 fps 15 } $Sequence "ref_draw_trip" { "gman_anims\ref_draw_trip_blend01.smd" "gman_anims\ref_draw_trip_blend02.smd" blend "XR" -70 70 fps 17 } $Sequence "ref_aim_trip" { "gman_anims\ref_aim_trip_blend01.smd" "gman_anims\ref_aim_trip_blend02.smd" blend "XR" -70 70 fps 12 loop } $Sequence "ref_shoot_trip" { "gman_anims\ref_shoot_trip_blend01.smd" "gman_anims\ref_shoot_trip_blend02.smd" blend "XR" -70 70 fps 18 } $Sequence "crouch_draw_trip" { "gman_anims\crouch_draw_trip_blend01.smd" "gman_anims\crouch_draw_trip_blend02.smd" blend "XR" -70 70 fps 17 } $Sequence "crouch_aim_trip" { "gman_anims\crouch_aim_trip_blend01.smd" "gman_anims\crouch_aim_trip_blend02.smd" blend "XR" -70 70 fps 12 loop } $Sequence "crouch_shoot_trip" { "gman_anims\crouch_shoot_trip_blend01.smd" "gman_anims\crouch_shoot_trip_blend02.smd" blend "XR" -70 70 fps 18 } $Sequence "ref_draw_onehanded" { "gman_anims\ref_draw_onehanded_blend01.smd" "gman_anims\ref_draw_onehanded_blend02.smd" blend "XR" -70 70 fps 15 } $Sequence "ref_aim_onehanded" { "gman_anims\ref_aim_onehanded_blend01.smd" "gman_anims\ref_aim_onehanded_blend02.smd" blend "XR" -70 70 fps 12 loop } $Sequence "ref_shoot_onehanded" { "gman_anims\ref_shoot_onehanded_blend01.smd" "gman_anims\ref_shoot_onehanded_blend02.smd" blend "XR" -70 70 { event 5001 0 "15" } fps 25 } $Sequence "ref_reload_onehanded" { "gman_anims\ref_reload_onehanded_blend01.smd" "gman_anims\ref_reload_onehanded_blend02.smd" blend "XR" -70 70 fps 20 } $Sequence "crouch_draw_onehanded" { "gman_anims\crouch_draw_onehanded_blend01.smd" "gman_anims\crouch_draw_onehanded_blend02.smd" blend "XR" -70 70 fps 15 } $Sequence "crouch_aim_onehanded" { "gman_anims\crouch_aim_onehanded_blend01.smd" "gman_anims\crouch_aim_onehanded_blend02.smd" blend "XR" -70 70 fps 12 loop } $Sequence "crouch_shoot_onehanded" { "gman_anims\crouch_shoot_onehanded_blend01.smd" "gman_anims\crouch_shoot_onehanded_blend02.smd" blend "XR" -70 70 { event 5001 0 "15" } fps 25 } $Sequence "crouch_reload_onehanded" { "gman_anims\crouch_reload_onehanded_blend01.smd" "gman_anims\crouch_reload_onehanded_blend02.smd" blend "XR" -70 70 fps 20 } $Sequence "ref_draw_python" { "gman_anims\ref_draw_python_blend01.smd" "gman_anims\ref_draw_python_blend02.smd" blend "XR" -70 70 fps 15 } $Sequence "ref_aim_python" { "gman_anims\ref_aim_python_blend01.smd" "gman_anims\ref_aim_python_blend02.smd" blend "XR" -70 70 fps 12 loop } $Sequence "ref_shoot_python" { "gman_anims\ref_shoot_python_blend01.smd" "gman_anims\ref_shoot_python_blend02.smd" blend "XR" -70 70 { event 5001 0 "15" } fps 16 } $Sequence "ref_reload_python" { "gman_anims\ref_reload_python_blend01.smd" "gman_anims\ref_reload_python_blend02.smd" blend "XR" -70 70 fps 15 } $Sequence "crouch_draw_python" { "gman_anims\crouch_draw_python_blend01.smd" "gman_anims\crouch_draw_python_blend02.smd" blend "XR" -70 70 fps 15 } $Sequence "crouch_aim_python" { "gman_anims\crouch_aim_python_blend01.smd" "gman_anims\crouch_aim_python_blend02.smd" blend "XR" -70 70 fps 12 loop } $Sequence "crouch_shoot_python" { "gman_anims\crouch_shoot_python_blend01.smd" "gman_anims\crouch_shoot_python_blend02.smd" blend "XR" -70 70 { event 5001 0 "15" } fps 16 } $Sequence "crouch_reload_python" { "gman_anims\crouch_reload_python_blend01.smd" "gman_anims\crouch_reload_python_blend02.smd" blend "XR" -70 70 fps 15 } $Sequence "ref_draw_shotgun" { "gman_anims\ref_draw_shotgun_blend01.smd" "gman_anims\ref_draw_shotgun_blend02.smd" blend "XR" -70 70 fps 18 } $Sequence "ref_aim_shotgun" { "gman_anims\ref_aim_shotgun_blend01.smd" "gman_anims\ref_aim_shotgun_blend02.smd" blend "XR" -70 70 fps 12 loop } $Sequence "ref_shoot_shotgun" { "gman_anims\ref_shoot_shotgun_blend01.smd" "gman_anims\ref_shoot_shotgun_blend02.smd" blend "XR" -70 70 { event 5005 0 "muzzle_SG.txt" } fps 20 } $Sequence "ref_reload_shotgun" { "gman_anims\ref_reload_shotgun_blend01.smd" "gman_anims\ref_reload_shotgun_blend02.smd" blend "XR" -70 70 fps 22
Last edited by Telarian; Jun 5, 2017 @ 2:01pm
loKkdoKk Jun 5, 2017 @ 11:01pm 
$TextureGroup "skinfamilies"
{
{ "dm_base.bmp" "gman_boots-shirt.bmp" "gman_button_chrome.bmp" "gman_hands.bmp" "gman_head.bmp" "gman_mouth.bmp" "Dudel_Texture.bmp" "Dudel_oko.bmp" "Dudel_Ucho.bmp" "Dudel_Wlosy.bmp" }


change .bmp to .vtf
Telarian Jun 6, 2017 @ 4:28am 
not work :(
Last edited by Telarian; Jun 6, 2017 @ 4:29am
loKkdoKk Jun 6, 2017 @ 4:56am 
try change it on .qc and .smd files. i think you have .bmp on smd, and this make a troubles
Telarian Jun 6, 2017 @ 5:44am 
did not work. I have no idea why :(

loKkdoKk Jun 6, 2017 @ 5:52am 
i dint see in your .qc file dat step

3b) Replase $Flags 0 to $cdmaterials "models/%your_texture_folder%/" .
Telarian Jun 6, 2017 @ 5:56am 
I added to this command
$BodyGroup "body" { studio "Dudel_oczy.smd" } $BodyGroup "body" { studio "Dudel_wlosy.smd" } $BodyGroup "body" { studio "Dudel_Uszy.smd" } $cdmaterials "models/texture/" $TextureGroup "skinfamilies" { { "dm_base.vtf" "gman_boots-shirt.vtf" "gman_button_chrome.vtf" "gman_hands.vtf" "gman_head.vtf" "gman_mouth.vtf" "Dudel_Texture.vtf" "Dudel_oko.vtf" "Dudel_Ucho.vtf" "Dudel_Wlosy.vtf" } } $Attachment 0 "Bip01 R Hand" 13 1.5 4.25 $Attachment 1 "Bip01 R Hand" 9 0 0 $Attachment 2 "Bip01 R Hand" 35 3.5 -0.5 $Attachment 3 "Bip01 L Hand" 13 1.5 -4.25
Telarian Jun 6, 2017 @ 5:57am 
I think this bug is on the crowbar side. Because I made addon to left4dead2 and I have the same problem
M.F.O - Off Jul 25, 2017 @ 8:23am 
How do you port model T.mdl eg urbanT.mdl
loKkdoKk Jul 25, 2017 @ 10:03am 
Originally posted by opposing force militar:
How do you port model T.mdl eg urbanT.mdl
T.mdl contains textures i think. just try recompile it without T.mdl
ZeqMacaw Jul 25, 2017 @ 12:19pm 
The urbanT.mdl stores the textures for the related urban.mdl model.

Crowbar will automatically extract the BMP files from the urbanT.mdl when the related urban.mdl file is decompiled.
M.F.O - Off Jul 25, 2017 @ 1:02pm 
Because the models I ported from sven coop it works in gmod it functions correctly but when I use model viewer it gets no texture?
M.F.O - Off Jul 25, 2017 @ 4:57pm 
I tried to compile the model urban.qc which is from czds urban.mdl which also had T.mdl and gave this error in crowbar



Compiling with Crowbar 0.34.0.0: "C:\Users\Usuario\Desktop\EXEMPLO\urban.qc" ...

Compiling ".\urban.qc" ...
qdir: "c:\users\usuario\desktop\exemplo\"
gamedir: "C:\Program Files\Steam\steamapps\common\GarrysMod\garrysmod\"
g_path: "urban.qc"
Building binary model files...
Working on "urban.qc"
SMD MODEL urban_arctic.smd
SMD MODEL urban_arctic-head1.smd
SMD MODEL urban_arctic-head2.smd
SMD MODEL urban_arctic-head3.smd
SMD MODEL urban_mp5.smd
SMD MODEL urban_shotgun.smd
WARNING: ignoring $externaltextures, obsolete...SMD MODEL urban_anims\walk1.smd
SMD MODEL urban_anims\walk2.smd
SMD MODEL urban_anims\run.smd
SMD MODEL urban_anims\victorydance.smd
SMD MODEL urban_anims\cower.smd
SMD MODEL urban_anims\smflinch.smd
SMD MODEL urban_anims\leftlegsmflinch.smd
SMD MODEL urban_anims\rightlegsmflinch.smd
SMD MODEL urban_anims\rightarmflinch.smd
SMD MODEL urban_anims\leftarmflinch.smd
SMD MODEL urban_anims\launchgrenade.smd
SMD MODEL urban_anims\throwgrenade.smd
SMD MODEL urban_anims\idle1.smd
SMD MODEL urban_anims\idle2.smd
SMD MODEL urban_anims\combatidle.smd
SMD MODEL urban_anims\frontkick.smd
SMD MODEL urban_anims\crouching_wait.smd
ERROR: c:\users\usuario\desktop\exemplo\urban.qc(156): - Activity ACT_CROUCH has a zero weight (weights must be integers > 0)
ERROR: Aborted Processing on 'arctic.mdl'
... Compiling ".\urban.qc" finished. Check above for any errors.

... Compiling with Crowbar 0.34.0.0: "C:\Users\Usuario\Desktop\EXEMPLO\urban.qc" finished.
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