Source SDK

Source SDK

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Crowbar (Modding Tool) Guide
By ZeqMacaw
Learn how to use Crowbar.
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Description
Crowbar is an app with a set of modding tools for GoldSource and Source engine games.

This guide describes the general usage of Crowbar 0.49 (14-Oct-2017) with some additional info about later features, such as those found on the newer Set Up Games, Download, Publish, and Update tabs. (Latest version is 0.71, but I have not had time to completely update the guide.) For a more in-depth guide from the perspective of a user, active modder, and tutorial maker, see Pte Jack's A Complete Guide for Using Crowbar.

Crowbar's Steam group is the main hub for all info relating to Crowbar. The steam group has, or links to, everything about Crowbar, including the current version, archived versions, changelogs, source code, related software, tutorials, planned features, frequent announcements, a forum for help, bug reports, and feature requests, and more.

Crowbar uses settings from whatever Windows theme you have selected, so in the screenshots below, Crowbar uses settings from my Windows theme. I might someday add a theme option within Crowbar.

Primary features:
  • Decompile GoldSource and Source models. Decompile in this context means converting MDL+ANI+PHY+VTX+VVD (binary) files into more convenient QC+SMD+VRD+VTA (text) files.
  • Compile models via a graphical interface to "studiomdl.exe", the command-line model compiler usually provided with each game. (This is the reverse of decompile.)
  • View models via buttons that open Half-Life Model Viewer (HLMV), the model viewer usually provided with each game.
  • Unpack, view, and search Valve VPK, Garry's Mod GMA, Vampire: The Masquerade - Bloodlines VPK, Tactical Intervention FPX, and Fairy Tale Busters APK package files.
  • Pack folders to Valve VPK and Garry's Mod GMA package files.
  • Download items from Steam Workshop.
  • Publish items to Steam Workshop of several games.

The main window of Crowbar is a set of tabs, most of them grouping together tasks for each major step in the process of getting a new model into a game:
  • Download - Download addons from Steam Workshop for any game.
  • Unpack - Start off by unpacking a model's files from the game's package files. Do this to have a starting point for replacing a model or an example to compare with your custom model.
  • Preview - Quickly view some info about the model and then view via HLMV to verify you have the correct model.
  • Decompile - Convert the binary model files into more convenient text files, where they can be edited with text editing and 3d modelling tools.
  • Edit - [NOT IMPLEMENTED YET] Although most editing is better done with other tools, Crowbar has several useful editing actions that no other tools have.
  • Compile - Convert the model's text files into the binary files that the game uses.
  • View - Quickly view some info about the model and then view via HLMV to verify your model is how you want it.
  • Pack - Pack the model's files into a VPK or GMA package file for use as an addon in the game.
  • Publish - Publish addons to Steam Workshop for several games.

The last several tabs are for Crowbar settings and information about Crowbar:
  • Options - Set various options for Crowbar.
  • Help - Contains one button that links to this workshop guide you are reading.
  • About - Information about Crowbar and its development.
  • Update - Automatically checks for new Crowbar versions and allows various ways to update Crowbar.


Download and Install
Click the Download link on the main page of Crowbar's Steam group. This will download Crowbar's latest release in a 7Z-compressed file, a compressed package similar to a ZIP file. Download and install 7-Zip[www.7-zip.org] to unzip the file.

There is no installer for Crowbar; you simply unzip anywhere you would like to have the file (Crowbar.exe). Crowbar can run from anywhere.

IMPORTANT: Many of the features require Crowbar to run as administrator.
If you do not run as administrator, you will get strange errors when accessing certain features, such as "ERROR: Model version not currently supported: -1" when decompiling or viewing an MDL file.



"Set Up Games" Tab
Many of the features require access to tools included with a game, such as studiomdl.exe (compiler), hlmv.exe (viewer), and vpk.exe (packer). Currently, Crowbar does not automatically detect where these files are, so you have to use the defaults or set the options manually on this tab.

The Preview, Pack, Compile, and View tabs each have a "Set Up Games" button. All tabs share the same list of setups, but each tab keeps its own value of the currently selected game setup.



Select a game setup
At the top, select which game to set up.

Add a game setup
Click the Add button to add a new game setup.

Clone a game setup
Click the Clone button to add a new game setup that is a copy of the one currently selected. This is useful if you want to add a game or tool setup that is only slightly different from an existing one.

Create "models" folder tree from this game's VPKs
Many of the model viewer tools (HLMVs) can not open a model found in VPKs unless that folder exists in the game's folder tree. Click this button to have Crowbar read the "models" folder tree from all of the VPKs found in the game and create that folder tree in the game's folder tree. Note that this creates only the folders and not any of the files.

Steam library folders
Click the Add button at the right to add a new macro, which is shown in the image as <library2>. I used the Browse button to select the "E:\Users\ZeqMacaw\Steam" path where I have installed most of my Steam games. I then right-clicked on "<library2>" line in the grid and chose "Change to this macro in all game setups".



"Download" Tab
Download an item from any game's workshop by copy-pasting the web page link or its ID into the "Item ID or link" box. Change options as wanted. Click Download button.

Tip: You can usually double-click on the Item ID (the number in the link) to quickly select it, then right-click for popup window, and click Copy.

NOTE: Many game workshops require you to own the game in order to download from them. Crowbar can download from those restricted workshops for games you own, but not for games you do not own. In those cases, you can try some workshop-download websites where they have access to the games.



Open button
When an Item ID or link is entered, click the Open button to open the web page in a web browser. This is useful when all you have is a file name with just the Item ID and you want to find out which workshop item it is.

Output File Name Options
The various options set how the downloaded file name will look. The "Example output file name" changes as the options are changed.

The "Convert to expected file or folder" option changes a downloaded Garry's Mod item into a usable GMA (package) file.



"Unpack" Tab
Crowbar can unpack from any Valve VPK archive, keeping the important features of GCFScape and adding more. Also, it can unpack Garry's Mod GMA, Vampire: The Masquerade - Bloodlines VPK, Tactical Intervention FPX, and Fairy Tale Busters APK package files.

Unpack Features
  • Show listing of single and multi-file (sometimes called multi-chunk) VPKs. (A multi-file VPK is a set of VPK files grouped together that includes an index file with "_dir" in its name, like what is found in Half-Life 2 and Team Fortress 2.)
  • Show merged listing of multiple VPKs, GMAs, FPXs, and APKs.
  • Search for a piece of file name text from any folder and save the results as part of the listing, allowing you to view, search, and unpack the results just like any other part of the package listing.



VPK input
Type in, copy-paste, or select via Browse button the VPK file or folder of VPK files to unpack.

Click the Goto button to open a Windows Explorer window located at the selected file or folder.

Output to
Choose between placing the unpacked files into a subfolder where the selected VPK file (or folder) is or into a work folder you specify fully. Type in, copy-paste, or select via Browse button to set the texts. Any path you use will be created by Crowbar if the path does not exist. Note also that Crowbar will overwrite any files that happen to be the same as what Crowbar decompiles.

Clicking the Use Default button sets the Subfolder and Full path options back to their original texts.

Click the Goto button to open a Windows Explorer window located at the selected file or folder.

Selection in VPK files
The top box shows the currently selected folder hierarchy within the VPKs.

The next box on the left side is a tree view of the folders within the VPKs. Drag a folder from this tree view to Windows Explorer to unpack that folder. The image shows no folder is selected because specific files are selected in the list box to the right. Notice that the tree view is very similar to what Windows Explorer and GCFscape show, with the important difference from GCFscape that no files are shown.

The box to the right of the tree view is a list of folders and files within the selected folder from the tree view. This box in the screenshot is showing the folders and files from the "models/player" folder. Notice that the listing is very similar to what Windows Explorer and GCFscape show. Here, you select the folders and files you want to unpack. If you want to unpack everything, then do not select anything; you can click in the empty space outside of a folder or file name to deselect everything. You can drag the selection and drop into Windows Explorer to unpack.

The bottom box of this section shows "demo" and a set of values at its right side. The "demo" text is the search text I entered. The results of that search show as a folder tree in the tree view starting at "<Found> demo (4812)" where the "4812" is the count of files that have "demo" in the name. The "6/11" values in the screenshot mean there are 6 files and folders selected out of 11 within the "models/player" folder. The "2784551" is the total size of bytes of the selected files.

Options
  • Write log to a file
    • Unchecked = do not write the log to a file
    • Checked = write the log (found in lower section of the Unpack tab) to a file beside the unpacked files

As you might expect from me by now, more options will be added here later.

Unpack, Skip Current VPK, Cancel Unpack, Use All in Decompile
Click the "Unpack" button to unpack selected folders and files from the tree view or list view above it. Unpack everything by using no selection or just selecting the "<root>" in the tree view.

While unpacking, you can click the "Skip Current VPK" button to have Crowbar stop unpacking the VPK it's on and continue to the next VPK. Also, while unpacking, you can click the "Cancel Unpack" button to stop the unpack altogether.

After a successful unpack, you can click the "Use All in Decompile" button to set up and switch to the Decompile tab for decompiling all MDL files from the unpack.

Log, unpacked files, Use in Preview, Use in Decompile, Goto
The big text box shows the unpack log, which will show the progress of the unpack as well as any errors.

After a successful unpack, you can select in the drop-down box below the log box an unpacked file.

If the selected unpacked file is an MDL file, two other buttons are enabled. Click the "Use in Preview" button to set up and switch to the Preview tab for viewing the selected MDL file. Click the "Use in Decompile" button to switch to the Decompile tab with the selected model ready for decompiling.

Click the Goto button to open a Windows Explorer window at the location of the selected unpacked file.

By dragging the splitter bar (horizontal bar between "Unpack" button and the log box), you can adjust the size of the log box.



"Preview" Tab
The Preview tab provides a quick way to get some basic info about a model. It also gives convenient access to each game's HLMV (model viewer), Hammer (mapper), and the game itself.



MDL input
Select an MDL file to view.

Info
After selecting an MDL file to view, the Info box shows info that can be very useful when tracking down problems. A common modding problem is missing textures, i.e. when you see the pink-and-black checkerboard texture. The Material Folders list shows where the model expects the VMT files and the Material File Names list shows the VMT file names used by the model.

Game that has the model viewer
Choose which game's model viewer (HLMV) to use. Viewers can have different features.

View, View as Replacement, Use in Decompile
Click the "View" button to open the viewer with the model as you could do outside of Crowbar via another tool or Windows shortcut. If the viewer gives an error instead of showing the model, then using the "View As Replacement" button might work.

Click the "View As Replacement" button when you have a model that is named the same as one used in the game you have selected. Crowbar does some magic behind the scenes that is a real pain to do manually. Note that some model viewers do not need this.

Click the "Use in Decompile" button to switch to the Decompile tab with the same selected model ready for decompiling.

Open Viewer, Open Mapper, Run Game
Click the "Open Viewer" button to open the viewer without any model. You can do this any number of times. Note that the viewers will close if Crowbar is closed.

Click the "Open Mapper" button to open the mapping tool (typically, Hammer). Note that the mappers will close if Crowbar is closed.

Click the "Run Game" button to open the game.



"Decompile" Tab
Crowbar's original purpose was to decompile Source-engine MDL data that previous decompilers (such as MDL Decompiler and StudioCompiler made by Cannonfodder) were not. Within the first few years, Crowbar expanded to also decompile GoldSource-engine MDL versions.

NOTE: Although Crowbar can decompile all of the MDL data correctly for most models, Crowbar does not get everything perfectly correct for some models. Some animations are often not quite right for recompiling. Some animations are okay for recompiling but are not good for editing (for example, delta animations). Some of the MDL data in newer model versions (such as those in CSGO) are not decompiled yet. Research is ongoing into decompiling more accurate data and more versions as I get the time and knowledge.



MDL input
Type in, copy-paste, or select via Browse button the MDL file or folder of MDL files to decompile.

Click the Goto button to open a Windows Explorer window located at the selected file or folder.

Output to
Choose between placing the decompiled files into a subfolder where the selected MDL file (or folder) is or into a work folder you specify fully. Type in, copy-paste, or select via Browse button to set the texts. Any path you use will be created by Crowbar if the path does not exist. Note also that Crowbar will overwrite any files that happen to be the same as what Crowbar decompiles.

Clicking the "Use Default" button sets the Subfolder back to the default text.

Click the Goto button to open a Windows Explorer window located at the selected file or folder.

Re-Create Files
These determine which files are written. Using the default values is recommended if you don't know what the options mean.

Left column of options:
  • QC file
    • Unchecked = do not write the QC file
    • Checked = write the QC file
  • Group into QCI files
    • Unchecked = write a single QC file that has all QC commands
    • Checked = write QC and QCI files, grouping related commands
  • Each $texturegroup skin-family on single line
    • Unchecked = write $texturegroup command indented for every open-brace
    • Checked = write each skin-family on its own line so that members are lined up in columns
  • Only changed materials in $texturegroup lines
    • Unchecked = write all materials for each skin-family as stored in the MDL file
    • Checked = write only the materials than change between skin-families
  • Include $definebone lines (typical for view models)
    • Unchecked = do not write any $definebone lines that can mess up recompiling for many models
    • Checked = write the $definebone lines so that certain models will recompile; might be needed for recompiling animation-only models
  • Reference mesh SMD file
    • Unchecked = do not write the file
    • Checked = write the file
  • Remove path from material file names
    • Unchecked = write the material file names as found in the MDL file
    • Checked = write only the file name part of materials; there is the possibility that this could cause a problem so this is unchecked by default, but is useful for the rare models that have paths that mess up other SMD tools
  • Apply "Right-Hand Fix" (only for survivors in L4D2)
    • Unchecked = do not apply the fix
    • Checked = apply the fix that prevents recompiled survivor models from having a twisted right wrist as shown on this page[sites.google.com]
  • Bone animation SMD files
    • Unchecked = do not write any animation files
    • Checked = write all animation files
  • Place in "anims" subfolder
    • Unchecked = write the animation files in the Output Folder
    • Checked = write the animation files in an "anims" subfolder of the Output Folder

Right column of options:
  • Texture BMP files (GoldSource)
    • Unchecked = do not write the files
    • Checked = write the files
  • LOD mesh SMD files
    • Unchecked = do not write any LOD mesh files
    • Checked = write the files
  • Physics mesh SMD file
    • Unchecked = do not write the physics mesh file
    • Checked = write the file
  • Vertex animation VTA file (face flexes)
    • Unchecked = do not write the file
    • Checked = write the file
  • Procedural bones VRD file
    • Unchecked = do not write the file
    • Checked = write the file

"Use Defaults" button
Clicking this button sets all of the options in this box to the recommended values, useful for both GoldSource and Source-engine models. The defaults write all model data that Crowbar finds in the most commonly-used format.

Options
  • Folder for each model
    • Unchecked = files written directly into Output Folder
    • Checked = files written into a folder created within the Output Folder with model file's name
  • Format for stricter importers
    • Unchecked = files written in a more-readable format
    • Checked = files written in a format commonly used by older tools
  • Write log to a file
    • Unchecked = do not write the log to a file
    • Checked = write the log (found in lower section of the Decompile tab) to a file beside the decompiled files
  • Decompile-info comments and files
    • Unchecked = no extra info is written
    • Checked = extra decompile info is written as comments and into files, mainly for debugging
  • $DeclareSequence QCI file
    • Unchecked = do not write the file
    • Checked = write the file; this file is useful in ordering the animations that a model uses from a separate set of model files (MDL + ANI)

Decompile, Skip Current Model, Cancel Decompile, Use All in Compile
Click the "Decompile" button to decompile. While decompiling, you can click the "Skip Current Model" button to have Crowbar stop decompiling the model it's on and continue to the next model. Also, while decompiling, you can click the "Cancel Decompile" button to stop the decompile altogether.

After a successful decompile, you can click the "Use All in Compile" button to set up and switch to the Compile tab for compiling all QC files from the decompile.

Log, decompiled files, Use in Compile, Goto
The big text box shows the decompile log, which will show the progress of the decompile as well as any errors.

After a successful decompile, you can select in the box below the log box a QC file. Click the "Use in Compile" button to set up and switch to the Compile tab for compiling the selected QC file. Click the "Goto" button to open a Windows Explorer window at the location of the selected QC file.



"Edit" Tab
[NOT IMPLEMENTED YET]



"Compile" Tab
Crowbar does not do the actual compiling of a model; it calls a game's studiomdl.exe tool to compile. This is important to understand because different games compile different MDL versions. Also, many compiler error messages are undocumented and I won't be able to help with many of them. For the errors that I do understand, I'll eventually have Crowbar describe the problems and solutions more clearly than the compiler.



QC input
Type in, copy-paste, or select via Browse button the QC file or folder of QC files to compile.

Click the Goto button to open a Windows Explorer window located at the selected file or folder.

Output to
Choose between placing the compiled files into the game's models folder, into a subfolder where the selected QC file (or folder) is, or into a work folder you specify fully. Type in, copy-paste, or select via Browse button to set the texts. Any path you use will be created by Crowbar if the path does not exist. Note also that Crowbar and the compiler will overwrite any files that happen to be the same as what is compiled.

Clicking the Use Default button sets the Subfolder back to its original text.

Click the Goto button to open a Windows Explorer window located at the selected file or folder.

Options
Choose which game's model compiler (typically studiomdl.exe) to use.

Left column of options:
  • Write log to a file
    • Unchecked = do not write the log to a file
    • Checked = write the log (found in lower section of the Compile tab) to a file beside the QC file (so as not to clutter the folder where the compiled files are)
  • No P4 (a command-line option for the compiler) [Source only]
    • Unchecked = a warning message appears in the log for many of the compilers
    • Checked = no Perforce integration (modders do not usually have Perforce software)
  • Verbose (a command-line option for the compiler) [Source only]
    • Unchecked = do not write more info in the log
    • Checked = write more info in compile log

Right column of options [Source only]:
  • Define Bones
    • Unchecked = compile as normal
    • Checked = compiler will only write to log the $definebone lines and will not compile the model
  • Create QCI file (in same folder as QC file)
    • Unchecked = do not write the $definebone lines to a QCI file
    • Checked = write the $definebone lines to a QCI file
  • QCI file name the file name of the QCI file that will contain the $definebone lines
  • Put in QC file: $include "<QCI file name>"
    • Unchecked = do not modify the QC file
    • Checked = insert an $include line in the QC file that will allow a recompile to include the $definebone lines

Bottom section of options:
    • Direct entry of command-line options (in case they are not included above) Type in command-line options.
    • The bottom read-only text box shows the command-line that Crowbar uses behind-the-scenes to run the compiler.

Clicking the "Use Default" button sets the options back to their default values.

Compile, Skip Current Model, Cancel Compile
Click the "Compile" button to compile. While compiling, you can click the "Skip Current Model" button to have Crowbar stop compiling the model it's on and continue to the next model. Also, while compiling, you can click the "Cancel Compile" to stop the compile altogether.

Log, decompiled files, Use in View, Recompile, Goto
The big text box shows the compile log, which will show the progress of the compile as well as any errors.

After a successful compile, you can select in the box below the log box an MDL file. Click the Use in View button to set up and switch to the View tab for viewing the selected MDL file. Click the Recompile button to recompile the selected MDL file. Click the Goto button to open a Windows Explorer window at the location of the selected MDL file.

By dragging the splitter bar (between the "Compile" button and the log box), you can adjust the size of the log box.



"View" Tab
The View tab is used exactly the same way as the Preview tab.

Having the two tabs is useful for viewing two different models at the same time. The Preview tab could show a model from a game that you will be replacing. The View tab could show the replacement model you just made.

You could also have Preview and View set to different model viewers via different game setups.

This image shows what I saw when I clicked the "Use in View" button in the Compile tab, as seen in the image in the Compile section of this guide.




"Pack" Tab
Pack a folder into a Valve VPK file or a Garry's Mod GMA file.

As of Crowbar 0.71, you do not need to have an existing "addon.json" file for Garry's Mod GMA. If there is no "addon.json" file in the input Folder, Crowbar will automatically write one using the extra options shown when Garry's Mod game setup is selected.





"Publish" Tab
For now, check the guide I wrote about publishing to Garry's Mod workshop:
Publish to Workshop via Crowbar
It is applicable for all games listed in Crowbar; only the "Content Folder or File" and "Tags" are different between games.

As of 0.68, Crowbar can publish to the following game workshops:
  • Black Mesa
  • Contagion
  • Garry's Mod
  • Left 4 Dead 2
  • Zombie Panic! Source



"Options" Tab
Change Auto-open (Windows file association) and drag-drop options.

Note that there is usually no Apply or Save button. The changes are immediate. When Crowbar is opened, it checks if the file associations are set the same as in this window. If they are not the same, Crowbar shows a message with an Apply button.



Windows Explorer Auto-Open
Checkmarking an option means that double-clicking that file type in Windows Explorer will open Crowbar and go to the relevant tab. These options also apply when drag-dropping a file onto the "Crowbar.exe" file, which opens Crowbar with that file. For example, if you checkmark the "QC file Compile" option, double-clicking a QC file will open Crowbar showing the Compile tab with the "QC input" box filled-in with the QC file name.

Clicking the Use Defaults button will reset the options to the default values.

Windows Explorer Drag-and-Drop
Checkmarking an option means that dragging that file type from Windows Explorer onto an open Crowbar (doesn't matter which tab is open) will open Crowbar and go to the relevant tab. For example, if you checkmark the "QC file Compile" option, dragging a QC file will open the Compile tab with the "QC input" box filled-in with the QC file name.

Clicking the Use Defaults button will reset the options to the default values.



"Help" Tab
Convenient button that links to this guide you are reading.





"About" Tab
This tab shows various info about Crowbar. The most important is the version number, particularly useful when reporting bugs.



Crowbar
Click the Crowbar image (or the link below it) to go to Crowbar's Steam Group page.

ZeqMacaw
Click the macaw image (or the link below it) to go to my Steam profile.

GoldSource and Source Engine Model Toolset
Lists the main tools in Crowbar.

Special thanks
Check out that list of people who have contributed to this project in major ways. Crowbar would never be this good without so many people helping. You can join the fun as well; keep watch at the group for ways to help.



"Update" Tab
The Update tab automatically checks (in the background) if there is a newer version of Crowbar available. If there is, then the tab text changes to "Update Available".

There are three main sections: Check, Download, and Update. Check allows manually checking for an update and shows the latest version's change notes. Download allows manually downloading the file for the latest version. Update allows downloading and changing to the new version automatically.



Uninstall
To uninstall all Crowbar files:
  • Delete this file wherever you placed it: "Crowbar.exe"
  • Delete this folder: "%appdata%/ZeqMacaw/Crowbar 0.71"
    [Replace the 0.71 with the relevant Crowbar version number.]



Steam Group and Discord Chat
Bug reports, feature requests, and more can be found at the Crowbar steam group: Crowbar [Source Engine Modding Tool]

Do not bother using the Steam Group chat. It simply is not as useful as Discord, described next.

Get help with modding using Crowbar (e.g. model compiling) in the #modding chat room on the Dead 4 Mods Discord server[discord.gg]. Discuss the tool itself in #tool_development on the same Discord server.



More Info and Help
The Crowbar steam group is the hub of all info relating to Crowbar.



A Comment about Comments
IMPORTANT: The Comments section for this guide should only contain comments about the guide. Any comments not pertaining to the guide will be ignored and possibly deleted. Comments about Crowbar should be posted at the steam group.

Acceptable comments about the guide include:
  • Does not explain current version of Crowbar.
  • A feature is not explained fully.
  • An explanation is unclear.
  • Incorrect spelling or grammar.
  • A feature is cool.
  • A feature is not very useful or does not function as expected. (This might also be good as a bug report or a feature request at the steam group.)
Comments about Crowbar, which should be posted at the steam group, include:
  • Bug report
  • Feature request
  • Request for help using Crowbar
  • Request for help with model files



54 Comments
tntguy1234 Sep 23, 2023 @ 8:29am 
but how do i add a crowbar to my game
ZeqMacaw  [author] Jan 1, 2023 @ 11:27am 
"Unpacking" and "extracting" files from a VPK package mean the same thing. Just like unpacking and extracting stuff from a crate mean the same thing.
Loudd_ Dec 22, 2022 @ 7:33pm 
Is "unpacking" a .vpk file the same thing as extracting a .vpk?
Mundfish Sep 19, 2022 @ 12:16pm 
@ZeqMacaw hello, I have a problem where Crowbar REFUSES to update a mod, even though it's almost similar in size to old file. It claims that I don't have enough space, but I still have space and it's not like I'm adding a whole new mod. I'm really at my wits end, please fix your program.
tomaz Aug 14, 2022 @ 8:34am 
Hello, I think there's a little bug when decompiling worldmodels from L4D2, related to $surfaceprop. It doesn't seem to recognize the new $surfaceprop properties. For example, when decompiling the fireaxe worldmodel, the $surfaceprop is set to "default". I have to manually look up the properties in surfaceproperties_patch.txt
StealthMode Aug 4, 2022 @ 9:53am 
We had these in cs beta 5.2.
They got removed around beta 5.7.
When the knife got added.
ZeqMacaw  [author] Jul 7, 2022 @ 3:37pm 
ADDED: "Uninstall" section.
Potaxio Gaming Jan 3, 2022 @ 8:55pm 
Good day, I really changed my mind about using this software, do you know how I can uninstall it? I tried using the control panel and that didn't work, so I kinda need your help to know (or I least I could know the path to where it's located so I can manually delete it). Thanks!
Hippie Sabotage Oct 19, 2021 @ 6:41pm 
cant decompile VDML .-.
K.Saiko Jun 13, 2021 @ 4:56am 
Ho ok, thank you. :)