How to port models to gmod

How to port models to gmod

How to port models to gmod

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Choose a model from the workshop. Make sure it has the Model tag. For this guide, we’ll be using the Destiny 2 Ghost model by FrozenKub.

If the File Size is greater than 30 or 35 MB, you may need to compress the textures for it to work on servers. Keep in mind that the file size on Steam is the compressed size, so when downloading it for yourself it may be much larger.

Put the steam workshop link into this site, and download the contents.
<ССЫЛКА УДАЛЕНА>https://steamworkshopdownloader.io

Create a new folder somewhere, and name it. We’ll be naming it «destinyghost».

Drag and drop every model file, and every material associated with that model into that folder from the downloaded archive. It should look something like this:

Back out of the folder, and right click it. Click «Add to archive. »

Set the Archive format to ZIP, and the Compression method to Store.

You’ll need to get the shareable link to this file. There’s two ways;
On the left, click «All files» and find the file. Then press this icon.

On the left, click «Recents». Then click the «Share» button.

You should see this window pop up. Click «Copy link».

If all the steps above have been followed correctly, you should now have a link in your clipboard that looks similar to this:
https://www.dropbox.com/s/xxxxxxxxxxxxx/destinyghost.zip?dl=0

Enter into PAC3 using the context menu.
Navigate to the left side of the screen, and make this object.

OR If you are using an earlier version of PAC3 that is not on the workshop or one of the Github branches;

Paste the Dropbox link you have into the filepath, and change the ending DL=0 to DL=1. Press enter.

Congratulations! You have successfully ported a model from the workshop into PAC3.

How you can Add Models to GMOD

Table of Contents:

How To Add Player Models To GMOD Servers

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Video taken from the channel: KieranFR

How To Add Player Models To PointShop Gmod (Windows 10) (2020) (Gmod)

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Note: This works for all servers running point shop its not just TTT:).
NotePad++: https://notepad-plus-plus.org/download/v7.5.9.html.
Winrar: https://www.win-rar.com/download.html?&L=0.
GmadExtractor: https://gamebanana.com/tools/6223.
-StalkMe ;)-
Twitter: https://twitter.com/Coleski123.
Public Discord Server: https://discord.gg/UKgQYdg.
Snapchat: Coleski123.
Instagram: https://www.instagram.com/cole_morocco/.

Video taken from the channel: Coleski123

How to port sfm models to gmod

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hopefully this helped you guy’s out:)

Video taken from the channel: Braxton Lovely

How to download Weapons and Character Models for Garrys Mod

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How to get new weapons, Maps, and character models in Garry’s mod

Video taken from the channel: Bird_Person Gaming

Import models into CS:GO/GMOD from Blender

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Video taken from the channel: From Z to HeLp mE

How to install custom ragdolls and models on Garry’s Mod 13

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Video taken from the channel: ToNinjaForYo

How to port XNALara/XPS models to Garry’s Mod Part 1

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ok i’m going to be honest, i have spent hours in one day recording this tutorial and split it into 4 parts, and i’m exhausted while talking breathing heavily….
anyway, it was really a fun and great time spending with you guys, i hope we continue and succeed in the future for more content and entertaiments ^^.
I want to thank those people who helped me with blender and source engine, without them i was never gonna reach my hobbies and develop it more and practice on it..
thank you very much to:
ZeqMacaw.
мяFunreal.
8sianDude.
Pacagma.
RED_EYE.
and the members of Dead4Mods discord server.
Pte Jack.
MIttens.
Zir Zeek.
ceno0.
Mr.Tedwin.
Alaxe.
Going2Kilzu.
RiP.
SkyMedicProp.
Witchy.
Doc_Jinny.
and more friends and people I met and know them. “tho i want to add more names but don’t want to fill the description with giant papernews xD”.
again thanks a lot for the support, care and for the help and encouraging, it means a lot to me, thank you I appreciate it ^^.
ok, so the title says it, and i’m about to show you how to port an XNALara or XPS models to garrys mod, and I decided to take this model as a victim and thanks for my friend “Vaelyn” for providing the link, cause he had problem with creating teh physics for it..
Vaelyn if your watching his video, be sure to follow the instructions cause there’s 4 parts of this tutorial, which i’ll say it again:
take your time while working, cause rushing won’t help at all.
so, we need most important things to start working on porting a model, which is the following:
Garry’s mod itself, either cracked or on steam “your choice:3”..
Blender V2.79b “i ain’t stick with the 2.80 cause it’s oof”..
Crowbar the last version of it, cause it’s optional..
and few addons for blender to import the model.
Blender v2.79b: https://www.blender.org/download/previous-versions/.
Crowbar: https://steamcommunity.com/groups/CrowbarTool/discussions/0/617328415069261839.
Blender Source Tools v2.10.2: https://steamreview.org/BlenderSourceTools/archives/.
XNALara/XPS Addon: https://www.deviantart.com/johnzero7/art/XPS-to-Blender-2-7x-Blender-internal-the-easy-way-489500171.
mmd tools in CAT Pack Addon: https://www.youtube.com/playlist?list=PLmyZ_69Q0yQm7r-vFMlbW-oB9AxatMBd_&disable_polymer=1.
VTFEdit: http://nemesis.thewavelength.net/index.php?c=238.
watch the video before you process with the work, so you can understand each step by step.
remember, this is part 1, so good luck:3

Video taken from the channel: E7ajamy

Finally, and most importantly, if you use this guide to port models from SFM to Garry’s Mod Workshop that you did not do yourself, make absolutely sure that you ALWAYS ask the original author’s (of the model) permission to upload the model to Gmod workshop FIRST.This means, you may need to make an SFMLab account if the content you got is from. How to Create & Texture 3D Models for Gmod with Blender! BEST WAY! [Exporting & 3D Modeling] 2020 Duration: 22:44.

Tactical Films 60,978 views. 1. Download the model we’re going to rig 2. Rig it with the skeleton 3. Making the textures 4. Setting up the QC 5. QC file compile it using Crowbar (Now we can use our model, but we can’t upload it to the workshop as it should be in a GMA file format, correct me if I’m wrong) 6. Make the lua 7. Make it to a.gma file (optionaly) 8. Upload it to the workshop!How To Add Player Models To GMOD Servers Duration: 12:49.

KieranFR 51,023 views. 12:49. Early Game XP Farming! The Minecraft Survival Guide (1.13 Lets Play / Tutorial).

How to Create & Texture 3D Models for Gmod with Blender! BEST WAY! [Exporting & 3D Modeling] 2020 Duration: 22:44. Tactical Films Recommended for you. Sign in to add this to Watch Later.

Remember to subscribe and leave a like and click that notivacation bell to never miss another video. download: https://gamebanana.com/tools/5868. 50+ videos Play all Mix How to port sfm models to gmod YouTube; SFM How to not be awful Duration: 7:45. Steg Recommended for you.

7:45. How To Sign in to add this to Watch Later. This section will be dedicated to CM13 and skins from the one and only Gmod workshop (also from the official garrysmod.org).

I shall also link a GMA extractor for the workshop files. I shall also link a GMA extractor for the workshop files. A: Extended Spawnmenu is a Add-on Script which add Abilities at your Spawnmenu in this case, one of them gave us the ability to Install Addons in the old style of the gmod (Before The rise of gmod workshop)> and find them easily via folder legacy addons on the spawnlist. How to change player models in Gmod gamemode (Hide and Seek) Im trying to make a hide and seek server and im trying to change the player models anyone know how to do this.

Im pretty sure Id know how to do this but I don’t know where to look. Create a mod folder under the game folder, call it what you want. Put only models, materials.particles and sound folder from the extracted GMA file into that.

Open the SFM SDK and turn on the folder you created. Give it the priority it needs to overwrite files if it has to then use the models. Hello.

I started getting into gmod a few days ago because I wanted to make animations for a different game I play, Fistful of Frags. I’m fine with learning how to use gmod. Only problem is the models from the FoF addons I downloaded don’t have faceposing (in FoF the faces are static during voice commands).

List of related literature:

Click the Extract Textures… button and extract the model’s Textures into your Models folder.

Right-click the Models folder and select Add ➤ New Item.

Now, right-click on the Models folder that we just created and go to Add

from Learning Angular for.NET Developers
by Rajesh Gunasundaram
Packt Publishing, 2017

With the source code for this chapter is a model file called ammo.x in the 3D Game\Content\ Models folder.

In the Project panel, select the top-level Assets folder, navigate to Create | Folder, and rename the folder to Models.

from Complete Virtual Reality and Augmented Reality Development with Unity: Leverage the power of Unity and become a pro at creating mixed reality applications
by Jesse Glover, Jonathan Linowes
Packt Publishing, 2019from More iPhone Development with Swift: Exploring the iOS SDK
by Alex Horovitz, Kevin Kim, et. al.
Apress, 2015

Drag and drop the models into the Project.

Open the Box.obj filepresent in the model directory inyour favorite text editor.

Any complete model can consist of a mesh file, one or more textures, a material for every texture, and potentially dozens of animation files.

For example, you can add a 3D model to a scene by dragging and dropping it into the Inspector view from your Project view file folders.

How to port models to gmod

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All porters had to start somewhere. However there were no basic tutorials or guides that went in depth to help those that are wanting to start get up on their feet. Like me, I had to learn by myself and my first port were never the best. But as the years went by and the more I ported and practice, I can now port as if it is as simple as coding a swep.

Though, there are not a lot of guides out there to help those new beginners on starting it. So today, I am here to show you on how you can port your own models, and the ways that I do it, and some tips and tricks on when it comes to porting. This guide is as in-depth as it can be, and requires as much attention as possible, but for those that want to put their own model they created on garrysmod, or take a model from another game and put it in Garrysmod, stay tune for this and follow my guide.

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In the beginning of any porting, you need to have the tools required to do it all. So what I am prepared to do is upload my personal porting station for all those that are wanting to port. This pack concludes all the certain things you need up to date on porting, so I highly recommend you downloading it. It includes these such as
Gmad Extractor
GUIStudio
MDLDecompiler
Milshape 3d 1.8.5 (Full Version no charge)
UPK Unpacker
VPK Extractor
VTFEdit
Workshop Uploader

Be sure you extract this to any folder, or your desktop, this will have all the basic tools you’ll need when it comes to porting for today’s lesson.

Now that you have the tool pack, we are now going to go through them all, what they do exactly, and how to use them. So turn on your favorite music, and sit back and get ready to look at each and every one of them.

The first one we are going to look at is the first one called ‘GMADExtractor’
This tool is practically a basic when you want to extract any of your GMA files that is the newly compressed file for the Garrysmod Workshop. You can use this if you ever have a workshop folder on workshop that you want to extract and update which has all the contents.

The next one you have is the ‘GUIStudio’. This is the most imporant tool out of all the features. It is what you would use to compile the models all together into garrysmod and other sets of features for it. Whether the model you are uploading is an entity, a standard model, or a ragdolls, this is what does it all. Make sure you keep that.

The next is MDLDecompiler which is basically self-explanatory by the name of it. It decompiles any ‘MDL’ format model down to all of its animations, reference files, and generic bodygroups it may include down to what is the ‘SMD’ format. This is another important thing if you are wanting to update any models you have created.

Another important tool is called ‘Milkshape’. Sure, you can go ahead and port models without it, but you would be asking for trouble if you are just starting it. Without Milkshape, you will have a very rough time if you are a beginner. Milkshape is there to basically do the hardwork for you and help you through all your problems. I uploaded the full version no charge, so you have all the features once opening it.

The next one you have is the UPK Unpacker which is to unpack any unreal-engine files, but you do not need this if you don’t want to, but we are going to use it today. With the UPK Unpacker, you can unpacker, any games that runs off the Unreal Engine, you can extract the models such as games like Red Orchestra 2, Chivalry Medieval Warfare, Mass Effect, and the list goes on. Keep that incase you want to port from any other of those games, but we are going to use it for this tutorial.

The other one you have is the VPK Extractor. Back then, everything was running off of GCF. But when Source Engine 2 was being created and SteamPipe was uploaded, they went to the new format of VPK. It’s another extractor that you don’t need, but if you want to extract models and edit about like from Insurgency 2, Half Life 2, Left 4 Dead 2, you get the picture. I’d say keep this if you want to port models from any other source games.

Now another important tool you will get is called the ‘VTFEdit’. This is what you would use for all your Materials. The Sourceengine uses its own format of VMT and VTF. This will create any files you have into VTF’s. Will get more into this later during the tutorial, so be sure you keep this.

And the last tool you have is the GMPublish Workshop Uploader. Not just models, but any other thing you want to upload to workshop, whether it is Sweps, Entities, Tools, or basic Models, you would use this. If you are wanting to upload your work to workshop, it is important to make sure you have this around unless if you are willing to do the hard way through the command prompt. There is already several guides on how to upload to workshop, so I won’t go into to depth on how to use it.

Now that you know what this stuff is used for, it is time to get into the packs of porting.

Alright, you still there? If you made it this far, you are just now getting ready to get into the meat of what you are here to study today and that is porting a model. Grab yourself a drink, a snack, get your favorite music going. So here we go ladies and gents, the beginning of what we are here to do today.

Today, we are going to port a model from Red Orchestra 2 which is an MG-42, cause who doesn’t like guns on their first ports? Now if you don’t have the game Red Orchestra 2, then you can just simply download the model here: https://mega.nz/#!aFswULLB!bVlcvk8mFRpnvXkyRkCNiwaX8EtcIR2J9gJm_9fkztQ

If you do have the game installed, then pay close attention on how to extract models through this illustrated guide. Other than that, go ahead and skip this part if you downloaded the extracted models already.

The first thing you’re going to want to do is open up the file and run the UPK Extractor, do not worry if your virus scanner says it’s a Virus, it is perfectly safe. Once it runs, you’re going to want to locate the browser where the packages of the UPK Files are being held which is located in this path «Steam/Steamapps/Common/Red Orchestra 2/ROGame/BrewedPC/Packages/weapons»

Once done, it’ll open up a new window which show’s all the weapons that are avaliable for both sides, including other knicknacks.

Scroll down until you find the file that says ‘WP_Ger_MG42_LMG» and you will click on it and press the button that says ‘Export located at the bottom of the window.
Let it run, and once it finishes, close it out and a new folder will be created in the UPK Unpacker called ‘umodelexport’. And from there you have just exported your first model, give yourself a round of applause.

Now that you have your model, inside you will get an amount of folders called AnimSet,MaterialinstanceConstant,SkeletalMesh3,and Texture2d. First off, ignore the first two, your main focus is the SkeletalMesh3 and Texture2D.

Now let’s stop for a moment. Two things can occur right here. There is a program that I forgot to mention called ‘Blender’. It is a free program that you can use to update models, create certain things and all that, this is also a very important one. And the best part about it is that it’s on Steam. Download it and it won’t take for too long. I will show you two things, using it on Blender and just plainly exporting it to Milkshape. For Unreal Engine, you can just port it through Milkshape and get your SMD, but you’re going to want it for any other moddeling or porting purposes. Download Blender on Steam here. http://store.steampowered.com/app/365670/

Now that you have Blender, let’s get back on track. Open the Program up and let it run. First thing you’re going to need to do is enable the import/export feature for PSK/PSA Files by going through the User Preferences. A seperate window will open, and you will select the Addons tab and scroll down until you reach the feature of importing/exporting PSK/PSA. Enable that.

Alright, now that’s done, select ‘File’, then go to ‘Import’ and Import a skeleton Mesh
(Made a mistake in the picture below, don’t click on the pskx, click on the Skeleton PSK. Sorry for the inconvience.)
.
A new window will open, and you will open up the folder that you just exported from your game and select the SkeletalMesh3 Folder and Select the Ger_MG42.psk file.

The file will open and you will get the MG-42 Model on the screen. Turn it around, look at it, admire that you have just ported a model on the Blender Program.
Now that you have the model on here, the first thing you are going to do is select the ‘Arm Object’, the press the ‘del’ key and click the delete button.

Now you have deleted the Animated Arm Models, that’ll help you a lot with just getting the simple model up. And guess what, that’s all you had to do. Now it’s ready for the Compiling Process. See, it’s not so bad. What you are going to do is go to ‘Export’ and export it as an ‘obj’ format. Once you’re skilled on your own, you can export it in different formats, but obj is the most basic if you’re starting out. Make sure to export it to your desktop for easy reach, and rename it however you want.

Now that you extracted it, you will get two files. One of them is the ‘obj’ and the other one is a ‘mtl’. Go ahead and delete the ‘mtl’ since you do not need it. Now that’s out of the way, it is time to get some textures. Open the VTFEdit Editor and run the program. Again, if you get any Virus Warnings, just ignore it.

Alright, now here we go with Textures. The thing about textures is that there’s the simple Diffuse, but more complex models have three others. Normal, and Specular. These give the default textures a kick and make it look the model ‘A’ Class. So here we go, and it’s as simple as this.

Open the File tab and scroll down to ‘Import’. Then you will go where you have the MG42 Pack located and go to the folder ‘Texture2D and you will find the ‘TGA’ files there.

The three files that are circled in that red ink is what you will need. We will start by importing the Diffuse file that is ended with the ‘D’ format. Select the ‘Ger_mg42_lmg_D.tga’

Once it’s opened, you are going to go to ‘File’ and Save As, and from there you will save it to your desktop as ‘mg42_diffuse’.

Now, you are going to do the same with the ‘Normal’ and the ‘Specular’ files. While you do this, let me take the time to tell you waht these mean.

The ‘Diffuse’ format is basically the texture itself. It is the color of the handguard, the material of the chamber, anything you can think of. You use this for the basic texture of the model.
The Normal is what gives the model a bumpmap in-game, making it look more realistic and clearing out any holes that the gun may have.
The Specular sharpens the guns detail and puts more ways of shadowing when in light, or in other enviroments that the map it maybe on.

Open the Ger_mg42_lmg_N File and save as on the desktop once more as ‘mg42_normal’.

Open the Ger_mg42_lmg_s file and save as on the desktop once again as mg42_specular’

Alright, now you have your vtf textures, what you are going to do now is go to your ‘Garrysmod/Garrysmod/materials’ folder and create a new folder, naming it ‘models’. If there is one already in there, simply click into it and create another folder of your choice, but for the tutorial name it ‘Red Orchestra 2’.

*Continue on next section.*

(Blasted Text Limit)

«VertexlitGeneric»
<
«$basetexture» «models/red orchestra 2/mg42_diffuse»
«$bumpmap» «models/red orchestra 2/mg42_normal»
«$ambientocculusion» «models/red orchestra 2/mg42_specular»
«$surfaceprop» «Metal»
«$nocull» 1
«$halflambert» 1
«$nocull» 1
«$phong» «1»
«$phongexponent» «20»
«$phongboost» «1»
«$phongfresnelranges» «[.3 1 7]»
>

The ‘$basetexture’ is your diffused and default texture. You will put it in the folder place of that. Then you will have ‘$bumpmap’ which is what makes the model pop out with its textures. And the last one you don’t need, but if you want to be fance you use the ‘Ambientocculision’. Some models have AmbientOcculusions already done, but if not you will put it in the place of the Specular detailed format. Once it’s all done, it’ll look like this.

Alright, and now you got the textures done. We are almost through, if you haven’t left yet then get ready, cause it’s about to get hot. We are now going to combine it all together and get ready for the compiling process.

Here we are, the home stretch of porting which is compiling your model. As simple as anything, as long as you have a correct QC file, it is as simple as shooting a basketball through a hoop. Pay close attention to what I’m about to do. Create a new folder of your choice, I’m naming it ‘MG42’ for simplicity.

Now the things that comes to compiling a model is that you need a ‘mdldecompiler’ and an ‘idle.smd’. I supplied both of these to you here: https://mega.nz/#!mRdXSLIb!ZWFTyFuFJq1YGVAG1fWGSb9hduIHanXGV_SBiNdKfTA

Once you have it extracted in your desired porting folder, it’s now a matter of correct file paths.

Now we are going to create a ‘QC’ file. Open a note pad text and copy this format down and paste it in it.

$mass 8.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
>

The rest is not important, just be sure your QC looks like this.

Once you have that, save it with ‘.qc’ at the end of the text, then what you are going to do next is place your ‘ref.smd’ in the file, and be sure all the correct paths are initialized. In the end, you will have three files, the idle.smd, the mdldecompiler.qc, and the ref.smd. It’ll look like this.

Now, in this part, you need to have Team Fortress 2 and SourceSDK Installed. When it comes to compiling models, it is a must that you have the source engine for it and the developer tools that is included with it. You can find it here which is now for free.
http://store.steampowered.com/app/440/

Once you have it installed, you are going to open and run the program ‘GUIStudio’. To most of you, it will be a first time opening it and it will ask you to set the paths. You are going to set the Orange Box Path which will be located in the Team Fortress 2 File simply put in this path Steam/steamapps/common/sourcesdk/bin/orangebox/bin

If it doesn’t work, or you get an error, run Team Fortress 2 atleast once, and run Source SDK and try again.

Now that it’s complete, you should be at this.
Once you are there, the next thing you are going to do is where it says ‘Target Mod or «GameInfor» path, you are going to click the add button.

By doing that, you open a new window. You are going to go to your «Steam/Steamapps/common/garrysmod/garrysmod» and select the GameInfo.txt located at the very bottom.

Now that the Game Info path is selected, it would read ‘Garry’s Mod’. Now here comes the last part that you need to do, and get ready. You are going to select the ‘File’ button on the top left, and select ‘LoadQC’. From there, find the folder that you have the ‘mdldecompiler’ and model reference located.

Now that you have done that, your QC has been loaded, now all you have to do is select the ‘Compile’ button located on your actions tab, and let the program run its course.

Do not be afraid if it freezes and it says (Not Responding), it’s simply running its couse and its normal for big files. Just be patient.

And Congratulations! You have just compiled your first model!

Congratulations, your model is now completed and it is finished.

Now I get it, some of you are new. When I first started, there were no guides and I had to do it all myself and figure everything out on my own and it was brutal. But I hope that transferring my knowledge to you guys on how I do this will help you all out when your starting it. Don’t expect to be a ‘Kali’ or a ‘NinjaNub’ when you start porting. Your first one may be ♥♥♥♥, but that’s okay. Cause the more you port and practice, the better you get at it and the more familiar you become with it.

I hope this tutorial has done a lot for you, if you have any comments, questions, or need some extra help, please let me know and I’ll reply to them to the best of my ability as possible. Please like if this tutorial has helped you out.

However, if it was a success for you, then congratulations. Please keep the model station as a gift from me. We need more porters for this community, and I hope this helps some of you. Thank you, and have a wonderful day!

How to port models to gmod

How to port models to gmod. Смотреть фото How to port models to gmod. Смотреть картинку How to port models to gmod. Картинка про How to port models to gmod. Фото How to port models to gmod

All porters had to start somewhere. However there were no basic tutorials or guides that went in depth to help those that are wanting to start get up on their feet. Like me, I had to learn by myself and my first port were never the best. But as the years went by and the more I ported and practice, I can now port as if it is as simple as coding a swep.

Though, there are not a lot of guides out there to help those new beginners on starting it. So today, I am here to show you on how you can port your own models, and the ways that I do it, and some tips and tricks on when it comes to porting. This guide is as in-depth as it can be, and requires as much attention as possible, but for those that want to put their own model they created on garrysmod, or take a model from another game and put it in Garrysmod, stay tune for this and follow my guide.

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In the beginning of any porting, you need to have the tools required to do it all. So what I am prepared to do is upload my personal porting station for all those that are wanting to port. This pack concludes all the certain things you need up to date on porting, so I highly recommend you downloading it. It includes these such as
Gmad Extractor
GUIStudio
MDLDecompiler
Milshape 3d 1.8.5 (Full Version no charge)
UPK Unpacker
VPK Extractor
VTFEdit
Workshop Uploader

Be sure you extract this to any folder, or your desktop, this will have all the basic tools you’ll need when it comes to porting for today’s lesson.

Now that you have the tool pack, we are now going to go through them all, what they do exactly, and how to use them. So turn on your favorite music, and sit back and get ready to look at each and every one of them.

The first one we are going to look at is the first one called ‘GMADExtractor’
This tool is practically a basic when you want to extract any of your GMA files that is the newly compressed file for the Garrysmod Workshop. You can use this if you ever have a workshop folder on workshop that you want to extract and update which has all the contents.

The next one you have is the ‘GUIStudio’. This is the most imporant tool out of all the features. It is what you would use to compile the models all together into garrysmod and other sets of features for it. Whether the model you are uploading is an entity, a standard model, or a ragdolls, this is what does it all. Make sure you keep that.

The next is MDLDecompiler which is basically self-explanatory by the name of it. It decompiles any ‘MDL’ format model down to all of its animations, reference files, and generic bodygroups it may include down to what is the ‘SMD’ format. This is another important thing if you are wanting to update any models you have created.

Another important tool is called ‘Milkshape’. Sure, you can go ahead and port models without it, but you would be asking for trouble if you are just starting it. Without Milkshape, you will have a very rough time if you are a beginner. Milkshape is there to basically do the hardwork for you and help you through all your problems. I uploaded the full version no charge, so you have all the features once opening it.

The next one you have is the UPK Unpacker which is to unpack any unreal-engine files, but you do not need this if you don’t want to, but we are going to use it today. With the UPK Unpacker, you can unpacker, any games that runs off the Unreal Engine, you can extract the models such as games like Red Orchestra 2, Chivalry Medieval Warfare, Mass Effect, and the list goes on. Keep that incase you want to port from any other of those games, but we are going to use it for this tutorial.

The other one you have is the VPK Extractor. Back then, everything was running off of GCF. But when Source Engine 2 was being created and SteamPipe was uploaded, they went to the new format of VPK. It’s another extractor that you don’t need, but if you want to extract models and edit about like from Insurgency 2, Half Life 2, Left 4 Dead 2, you get the picture. I’d say keep this if you want to port models from any other source games.

Now another important tool you will get is called the ‘VTFEdit’. This is what you would use for all your Materials. The Sourceengine uses its own format of VMT and VTF. This will create any files you have into VTF’s. Will get more into this later during the tutorial, so be sure you keep this.

And the last tool you have is the GMPublish Workshop Uploader. Not just models, but any other thing you want to upload to workshop, whether it is Sweps, Entities, Tools, or basic Models, you would use this. If you are wanting to upload your work to workshop, it is important to make sure you have this around unless if you are willing to do the hard way through the command prompt. There is already several guides on how to upload to workshop, so I won’t go into to depth on how to use it.

Now that you know what this stuff is used for, it is time to get into the packs of porting.

Alright, you still there? If you made it this far, you are just now getting ready to get into the meat of what you are here to study today and that is porting a model. Grab yourself a drink, a snack, get your favorite music going. So here we go ladies and gents, the beginning of what we are here to do today.

Today, we are going to port a model from Red Orchestra 2 which is an MG-42, cause who doesn’t like guns on their first ports? Now if you don’t have the game Red Orchestra 2, then you can just simply download the model here: https://mega.nz/#!aFswULLB!bVlcvk8mFRpnvXkyRkCNiwaX8EtcIR2J9gJm_9fkztQ

If you do have the game installed, then pay close attention on how to extract models through this illustrated guide. Other than that, go ahead and skip this part if you downloaded the extracted models already.

The first thing you’re going to want to do is open up the file and run the UPK Extractor, do not worry if your virus scanner says it’s a Virus, it is perfectly safe. Once it runs, you’re going to want to locate the browser where the packages of the UPK Files are being held which is located in this path «Steam/Steamapps/Common/Red Orchestra 2/ROGame/BrewedPC/Packages/weapons»

Once done, it’ll open up a new window which show’s all the weapons that are avaliable for both sides, including other knicknacks.

Scroll down until you find the file that says ‘WP_Ger_MG42_LMG» and you will click on it and press the button that says ‘Export located at the bottom of the window.
Let it run, and once it finishes, close it out and a new folder will be created in the UPK Unpacker called ‘umodelexport’. And from there you have just exported your first model, give yourself a round of applause.

Now that you have your model, inside you will get an amount of folders called AnimSet,MaterialinstanceConstant,SkeletalMesh3,and Texture2d. First off, ignore the first two, your main focus is the SkeletalMesh3 and Texture2D.

Now let’s stop for a moment. Two things can occur right here. There is a program that I forgot to mention called ‘Blender’. It is a free program that you can use to update models, create certain things and all that, this is also a very important one. And the best part about it is that it’s on Steam. Download it and it won’t take for too long. I will show you two things, using it on Blender and just plainly exporting it to Milkshape. For Unreal Engine, you can just port it through Milkshape and get your SMD, but you’re going to want it for any other moddeling or porting purposes. Download Blender on Steam here. http://store.steampowered.com/app/365670/

Now that you have Blender, let’s get back on track. Open the Program up and let it run. First thing you’re going to need to do is enable the import/export feature for PSK/PSA Files by going through the User Preferences. A seperate window will open, and you will select the Addons tab and scroll down until you reach the feature of importing/exporting PSK/PSA. Enable that.

Alright, now that’s done, select ‘File’, then go to ‘Import’ and Import a skeleton Mesh
(Made a mistake in the picture below, don’t click on the pskx, click on the Skeleton PSK. Sorry for the inconvience.)
.
A new window will open, and you will open up the folder that you just exported from your game and select the SkeletalMesh3 Folder and Select the Ger_MG42.psk file.

The file will open and you will get the MG-42 Model on the screen. Turn it around, look at it, admire that you have just ported a model on the Blender Program.
Now that you have the model on here, the first thing you are going to do is select the ‘Arm Object’, the press the ‘del’ key and click the delete button.

Now you have deleted the Animated Arm Models, that’ll help you a lot with just getting the simple model up. And guess what, that’s all you had to do. Now it’s ready for the Compiling Process. See, it’s not so bad. What you are going to do is go to ‘Export’ and export it as an ‘obj’ format. Once you’re skilled on your own, you can export it in different formats, but obj is the most basic if you’re starting out. Make sure to export it to your desktop for easy reach, and rename it however you want.

Now that you extracted it, you will get two files. One of them is the ‘obj’ and the other one is a ‘mtl’. Go ahead and delete the ‘mtl’ since you do not need it. Now that’s out of the way, it is time to get some textures. Open the VTFEdit Editor and run the program. Again, if you get any Virus Warnings, just ignore it.

Alright, now here we go with Textures. The thing about textures is that there’s the simple Diffuse, but more complex models have three others. Normal, and Specular. These give the default textures a kick and make it look the model ‘A’ Class. So here we go, and it’s as simple as this.

Open the File tab and scroll down to ‘Import’. Then you will go where you have the MG42 Pack located and go to the folder ‘Texture2D and you will find the ‘TGA’ files there.

The three files that are circled in that red ink is what you will need. We will start by importing the Diffuse file that is ended with the ‘D’ format. Select the ‘Ger_mg42_lmg_D.tga’

Once it’s opened, you are going to go to ‘File’ and Save As, and from there you will save it to your desktop as ‘mg42_diffuse’.

Now, you are going to do the same with the ‘Normal’ and the ‘Specular’ files. While you do this, let me take the time to tell you waht these mean.

The ‘Diffuse’ format is basically the texture itself. It is the color of the handguard, the material of the chamber, anything you can think of. You use this for the basic texture of the model.
The Normal is what gives the model a bumpmap in-game, making it look more realistic and clearing out any holes that the gun may have.
The Specular sharpens the guns detail and puts more ways of shadowing when in light, or in other enviroments that the map it maybe on.

Open the Ger_mg42_lmg_N File and save as on the desktop once more as ‘mg42_normal’.

Open the Ger_mg42_lmg_s file and save as on the desktop once again as mg42_specular’

Alright, now you have your vtf textures, what you are going to do now is go to your ‘Garrysmod/Garrysmod/materials’ folder and create a new folder, naming it ‘models’. If there is one already in there, simply click into it and create another folder of your choice, but for the tutorial name it ‘Red Orchestra 2’.

*Continue on next section.*

(Blasted Text Limit)

«VertexlitGeneric»
<
«$basetexture» «models/red orchestra 2/mg42_diffuse»
«$bumpmap» «models/red orchestra 2/mg42_normal»
«$ambientocculusion» «models/red orchestra 2/mg42_specular»
«$surfaceprop» «Metal»
«$nocull» 1
«$halflambert» 1
«$nocull» 1
«$phong» «1»
«$phongexponent» «20»
«$phongboost» «1»
«$phongfresnelranges» «[.3 1 7]»
>

The ‘$basetexture’ is your diffused and default texture. You will put it in the folder place of that. Then you will have ‘$bumpmap’ which is what makes the model pop out with its textures. And the last one you don’t need, but if you want to be fance you use the ‘Ambientocculision’. Some models have AmbientOcculusions already done, but if not you will put it in the place of the Specular detailed format. Once it’s all done, it’ll look like this.

Alright, and now you got the textures done. We are almost through, if you haven’t left yet then get ready, cause it’s about to get hot. We are now going to combine it all together and get ready for the compiling process.

Here we are, the home stretch of porting which is compiling your model. As simple as anything, as long as you have a correct QC file, it is as simple as shooting a basketball through a hoop. Pay close attention to what I’m about to do. Create a new folder of your choice, I’m naming it ‘MG42’ for simplicity.

Now the things that comes to compiling a model is that you need a ‘mdldecompiler’ and an ‘idle.smd’. I supplied both of these to you here: https://mega.nz/#!mRdXSLIb!ZWFTyFuFJq1YGVAG1fWGSb9hduIHanXGV_SBiNdKfTA

Once you have it extracted in your desired porting folder, it’s now a matter of correct file paths.

Now we are going to create a ‘QC’ file. Open a note pad text and copy this format down and paste it in it.

$mass 8.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
>

The rest is not important, just be sure your QC looks like this.

Once you have that, save it with ‘.qc’ at the end of the text, then what you are going to do next is place your ‘ref.smd’ in the file, and be sure all the correct paths are initialized. In the end, you will have three files, the idle.smd, the mdldecompiler.qc, and the ref.smd. It’ll look like this.

Now, in this part, you need to have Team Fortress 2 and SourceSDK Installed. When it comes to compiling models, it is a must that you have the source engine for it and the developer tools that is included with it. You can find it here which is now for free.
http://store.steampowered.com/app/440/

Once you have it installed, you are going to open and run the program ‘GUIStudio’. To most of you, it will be a first time opening it and it will ask you to set the paths. You are going to set the Orange Box Path which will be located in the Team Fortress 2 File simply put in this path Steam/steamapps/common/sourcesdk/bin/orangebox/bin

If it doesn’t work, or you get an error, run Team Fortress 2 atleast once, and run Source SDK and try again.

Now that it’s complete, you should be at this.
Once you are there, the next thing you are going to do is where it says ‘Target Mod or «GameInfor» path, you are going to click the add button.

By doing that, you open a new window. You are going to go to your «Steam/Steamapps/common/garrysmod/garrysmod» and select the GameInfo.txt located at the very bottom.

Now that the Game Info path is selected, it would read ‘Garry’s Mod’. Now here comes the last part that you need to do, and get ready. You are going to select the ‘File’ button on the top left, and select ‘LoadQC’. From there, find the folder that you have the ‘mdldecompiler’ and model reference located.

Now that you have done that, your QC has been loaded, now all you have to do is select the ‘Compile’ button located on your actions tab, and let the program run its course.

Do not be afraid if it freezes and it says (Not Responding), it’s simply running its couse and its normal for big files. Just be patient.

And Congratulations! You have just compiled your first model!

Congratulations, your model is now completed and it is finished.

Now I get it, some of you are new. When I first started, there were no guides and I had to do it all myself and figure everything out on my own and it was brutal. But I hope that transferring my knowledge to you guys on how I do this will help you all out when your starting it. Don’t expect to be a ‘Kali’ or a ‘NinjaNub’ when you start porting. Your first one may be ♥♥♥♥, but that’s okay. Cause the more you port and practice, the better you get at it and the more familiar you become with it.

I hope this tutorial has done a lot for you, if you have any comments, questions, or need some extra help, please let me know and I’ll reply to them to the best of my ability as possible. Please like if this tutorial has helped you out.

However, if it was a success for you, then congratulations. Please keep the model station as a gift from me. We need more porters for this community, and I hope this helps some of you. Thank you, and have a wonderful day!

How to port models to gmod

How to port models to gmod. Смотреть фото How to port models to gmod. Смотреть картинку How to port models to gmod. Картинка про How to port models to gmod. Фото How to port models to gmod

In this guide you will learn how to port models over from SFM to Garry’s Mod, whether you want to port something awesome from SFM that the original author doesn’t care to port themselves (but ask permission if you plan to put it on Gmod workshop), or are an author, but don’t know how to make physics. Other guides concerning Porting from SFM to Gmod (that are on Gmod hub) don’t cover making a physics model, in my guide, I will teach you how to make a physics model, anims, and setting up the collision joints for the QC.

For this guide, I will be demonstrating with Blender, if you don’t already have it, get it, get familiarize with it, because I won’t explain how to use Blender, as there are online tutorials for that. I will assume you know some basics with Blender.

Also, there is a bit of reading to be done in this guide, so please take your time.

How to port models to gmod. Смотреть фото How to port models to gmod. Смотреть картинку How to port models to gmod. Картинка про How to port models to gmod. Фото How to port models to gmod

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These are things you will need for this guide.

Blender [www.blender.org] (the main app we’ll be using to create physics and such)

Blender Source Tools [steamreview.org] (so you can import/export smds)

Crowbar (a good compile/decompile program)

Notepad++ [notepad-plus-plus.org] (best for editing QCs)

Assuming now you have Blender and Crowbar, let me start by pointing out where to get the model if you downloaded it from Workshop, its located in:

C:\Program Files (x86)\Steam\SteamApps\common\SourceFilmmaker\game\workshop

If you have multiple addons containing models, check the materials and models folders for the right one, you need to copy both the models and materials of the model that you want to port and place them in a new folder on your desktop.

For SFMLab, just download it and place the zip somewhere you can easily locate, such as create a folder on your desktop and place/extract there.

Now here’s where Crowbar comes in, open up Crowbar and browse for the model,

In my case, I will be demonstrating with a Halo 4 Elite from SFMLabs (for the sake of learning how to do this first time, you may want to get the same model: https://sfmlab.com/item/1211/ ) Once you find the model, best would be to leave all the options as they are, including «Subfolder (of MDL file)» Finally, hit «Decompile MDL File» button and Crowbar will do its job. Now go to where you copied the model and look into the newly created «decompile 0.24» folder. We will edit the QC later, for now let’s open up Blender.

For me, I like to delete everything in the new scene by pressing «a» then hitting delete, its so we don’t get a cube on export with the model/physics. Next go to File>Import>Source Engine (assuming you’ve installed the plug-in) and find the model you decompiled.

If you rotated it, be sure to press ‘ctrl a’ to apply rotation, or location if you moved it. Only do this while you have the skeleton selected, then press ‘ctrl i’ and ‘ctrl a’ again to apply rotation to the actual model, many times a model may not have bodygroups, but if it does, this is another reason importing the whole qc is important, its faster than opening each bodygroup manually to apply the rotation, because if its not applied, the bodygroup parts or model will appear back in the same place they were before rotated.

Once rotating and applying rotations is done (if it was needed), go to the «Scene» tab on the right panel, and down to «Source Engine Export» and select «SMD» then the export path which is the same place the qc of the model that you imported should be exported to overwrite it. Leave «target up» at z. Now that the model has been exported you also need to make a new anims file, because the model was rotated, if you were to compile it now at this state, you’ll find the model still facing sideways or backwards.

Another thing, if it needs scaling, AND has working eyes, you will have to learn how QC eyes (exe) works, find some other tutorials, because I won’t cover how to deal with eyes (yet).

Now, before we step onto making the anims, we need to rename the finger bones of the skeleton for both the physics and the model’s actual mesh skeleton. Otherwise, it won’t work with fingerposer if you make an anim first, then rename the finger bones.

Here is a list of the Valve finger names:

First off, with Valve finger names; Finger0 is ALWAYS the thumb, Finger1 is always the index, Finger2 is always the middle, Finger3 is always the ring finger, and Finger4 is ALWAYS the pinky. Do not confuse them (I have multiple times). Many cases, like with our Sangheili, the model may only have four fingers. Meaning, there won’t be a need to call anything with «_Finger4» and so on. The «pinky» of the Sangheili will be called with «_Finger3».

Don’t worry, you don’t need a full set of fingers for the fingerposer to work in Gmod. Fingerposer won’t show the posing options for the omitted fingers. For example the pinky setting normally for a human pinky will be missing. Anything with 01, 11, 21, 31, or 41 will be the second joint of those associated fingers. 02, 22, 32, and 42 are the third/last joint on the fingers. To simplify, in case you still don’t get it; Anything starting with 0 will be for the thumb, anything starting with 1 will be for the index finger, anything starting with 2 will be for the middle finger, anything starting with 3 will be for the ring finger, and anything starting with 4 will be for the pinky.

You can copy/paste the list of Valve bone names into a text file if you wish, so you can always refer to it later. Obviously, copy/paste the Valve bone name of which finger joint you want to start with (select the skeleton/armature and go into pose mode then click on the bone data which is a picture of a bone, for the bone name. I usually start with thumb, and end with pinky (if there is a pinky).

If you go into the armature tab (which is a picture of a person), you can set it to show all the bone names by selecting the «Names» under «Display» I personally don’t use it, because I know what all the bones are, and are supposed to be called, but you can use it to double check that you have renamed all the finger bones correctly.

To create anims (for ragdolls) delete everything but the skeleton

There is no need to save while doing this, but if you want to, make a new save. Now go into pose mode, hit a, then hit i, it will show a list of options, usually, always press «location» I have usually renamed the skeleton to idle_skeleton, because it’d be something like sangheili_skeleton, but it actually doesn’t matter, Blender automatically changes that when you export.

Finallly click on the «scene» button, scroll down and rename the «subfolder» to whatever the name of the model is, with ‘_anims’ at the end, or look into the folder containing the qc of the model, and take note of what the anims are called there.

Write «idle» like in the picture below an option called «Legacy Rotation» Set the output of export (such as the place where the QC of the model is), and export as SMD. Undo that whole sequence of deleting the skeleton and dealing with the anims thing IF you did not make a new save (save at all), that way, you do not lose the model.

There are many ways to create one; making cubes and cylinders fit the model manually, copying a pre-existing physics from a Half Life character, and so on. But in this section, I will show an interesting way you can create physics, it may or may not save time, but the result is a fairly accurate physics model, but if you’re in a hurry, you may just want to create cubes and cylinders and fit them to the model.

If the model has any bodygroups, you can delete those now, and just leave it with the base of the model. I recommend making a new save called «physics» or something.

Before we edit, it’s helpful to delete all vertex groups for the bones. Select the model and go into ‘edit mode’ for this I will start at the hands, then work up to the head and eventually the legs, what we’ll be doing is cutting up the model into parts concerning the bones, like if you cut the hand, you’ll do it at the hand bone, each part will be the moveable part of the model’s body in Garry’s Mod, the part you pose with the physgun. However, if the model isn’t humanoid, or even digitigrade like the sangheili here, you do not need to cut every part, such as antennae or wings (unless you really wings to have physics), but keep it basic, any extra detail bones can be posed in Gmod with Joint Tool (I find it handy instead of having to manually pose a tail that doesn’t want to pose properly).

Anyway, enough rambling on, let’s get this over with 😛

We’ll start at the hands, in edit mode select via pressing c for circle selection mode, and hit z so you can see the model in wireframe, its easier because you can select through the model, use face select to select the hand:

Once you’re happy with its selection go to mesh>vertices>separate>selection (which separates by selection) You can select the. The hand is now a new independent mesh, continue this process for the rest of the body parts, until the ragdoll is completely separated into parts. But I recommend separating the whole model by «loose parts» which is in the same location as we separated by selection. This is because of the chest and leg area, it’ll make it easier to do the rest (it also separates the head much to our convenience):

For the torso, cut it in half horizontally:

Now we can work with the legs and pelvis. Do the same you did with the arms (a little more challenging, because the legs are digitigrade), like so:

Notice where you can see the seams.

Then with the other leg:

Until the pelvis is the only part left:

Now to show you what it should look like, if we were to move each individual part:

For the head, we will delete part of the neck, delete in selection mode by faces, I also recommend deleting some of the upper arm, like so in the pictures:

Repeat this step with EVERY part until it looks like this:

Also remove the old materials from each part:

Then add a new one, don’t bother calling it anything, it won’t matter. Select all the parts by pressing a (then a again), and select the part you made a new material on. And select Copy Materials to Others:

It’s looking pretty good now isn’t it? But we aren’t done JUST yet. Next we are going to size down a little each part, so they aren’t touching each other a lot like they are after we used convex hull, go into edit mode and select some vertices, likewise:

And with the 3D Manipulator widgits (the red, blue, and green thing) move it so it’s not touching the pelvis:

Do this with all the parts where they are touching another part. This is really to make sure the physics doesn’t act stiff. The physics is almost ready to be exported, the last thing to do is bone weight it properly.

Final thing is to smooth it, select all the parts (press a) then select the «Smooth» button on the left panel under «Shading»

Here are some example physics:

^Yes, OW physics, so? Don’t ask (I won’t reply)!

If the model isn’t a ragdoll, and rather a prop, all you need to do is go to edit mode, select the whole prop (ctrl a) and go to mesh>vertices>convex hull

And you have yourself a nice physics for the prop. If your prop has bones that you want to, say, work like a ragdoll, then just apply the same principle in the ragdoll physics creation steps. If it does have other bones, but you obviously want those to be posed via another tool like Joint Tool (Gmod workshop addon), then make the whole prop a physics as explained above, it doesn’t matter. If the prop has a skeleton, or even a single bone, follow the anims creation step.

This concludes actual physics creation, move on to boneweighting, then you are almost finished with porting.

I reckon arguably the hardest part of making ragdolls for Gmod, Bone Weighting. Yes, it can be, but its more time consuming than difficult. However, when it comes to bone weighting physics, it’s much easier than you think. Thankfully, Source Filmmaker models are already bone weighted, so that’s the hard part already taken care of for us.

To start off with, seeing as your model is separated like so:

Select the skeleton and go into pose mode. Select which mesh you want to start with, I’ll start with the head. Select the head bone, then the head mesh and go into Weight Paint. Set the blend mode to add, and finally, move the bone somewhere off its original location (right clicking that bone you are bone weighting to, example: the head bone i.e. b_head), now click to paint on the mesh (that’s blue), and it’ll turn to red. The whole thing needs to be red for it to all work properly the way we want it to, so hit «Normalize All» and from the «Subset» select from the list «Selected Pose Bones» and uncheck the «Lock Active» button, it will turn the whole thing red for you, you don’t have to do it again after this (but every time you close and reopen Blender).

After that, rinse and repeat with all the rest of the meshes and their associated bones. For example, the right arm bone or b_r_upperarm you would select the right upper arm mesh to bone weight (don’t get confused, when facing the front of the model, the right side of it is to your left, not your right). Likewise with the left upperarm to the b_l_upperarm, or the right forearm to b_r_forearm, and so on. With the chest, you should bone weight it to b_spine2, and with the pelvis mesh, to the b_pelvis bone. Hopefully you get what I mean.

Don’t forget, with the fingers of every model you do not need to bone weight to the hand mesh, this will mess them up in Gmod.

Because you posed all the bones in the bone weighting process, you will need to set them back to their original position. This is how; In pose mode select the «Pose» button, go up to «Clear Transform» and select «All»

Voila! He is now back into his original position, now you can go back to object mode with the skeleton.

Finally, all the models are fully dealt with and ready to go. Last thing that’s needed is dealing with the QC to be able to compile the models with their new physics mesh.

Most chances are, the models you are porting from SFM do not contain a physics already. And why would they? SFM doesn’t necessarily support physics, but that doesn’t mean it can’t create them, it just has invalid usage. I have made models with physics for SFM, but I highly doubt that anyone else does, so let’s just go with the assumption that the QC has no jointconstrains.

First thing you will need to do, is compile the model. Open Crowbar, go to compile tab, and set the game to Garry’s Mod (using Source SDK Base 2013 MP), then find the qc of the model, i.e. sangheili.qc, leave all the options as they are (but make sure this is disabled):

Now hit Compile QC File and Crowbar will do its job.

If you encounter errors, do let me know in the comment section. For now, here is one common error that I have gotten with Gmod compiling:

This can mean a ton of things. But the base reasons I have gotten it in the past is the fact the model’s file is too large, meaning it has too many vertices. You can try cutting the model into bodygroups and see if that helps, but most chances it will fare better as a complete model (but with its associated bodygroups if it already has some). Just pray you don’t get this error. It’s not always easy to fix. It has given me so much heartache in the past ;-;

You CAN bypass it though. Instead of compiling for Garry’s Mod, compile it back with SFM, it won’t hurt, except there is not dx80 file which is important for low-end PCs that do not support dx90 and above. If this model isn’t personal, but for Gmod Workshop, then be sure to warn other users of this (if you’re porting to workshop), as it may, and most likely cause them a crash if they are using low-end PCs with dx80. If you yourself get a crash from the models compiled with SFM, then it means you need a better PC, sorry, 😛

Before you run off to test the ported model you need to make collision joints (or joint constrains) for the physics, if you don’t do this, the model will act like a block in-game. Making Joint Constains aren’t necessarily hard once you know what to do, neither is it hard to learn. The only downside to this is time, because making joint constains can take a lot of time especially at first.

Keeping Crowbar open, select «VIew Model in Model Viewer» hopefully you don’t get any errors (if you do, perhaps the only thing I can think of doing is downloading Source SDK Base 2013 Multiplayer, if it’s a HLMV error, not a model error). Obviously this will open HLMV and you can look at the model. Most likely chances are, it gives you the missing textures of death (sarcasm). Only if you haven’t placed the textures into SDK’s files.

Go to C:\Program Files (x86)\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\hl2

And from where you put the downloaded model (and its textures) grab the materials folder from there and copy it into this location, accept it when it asks to overwrite folders (then you’ll have the textures working in HLMV, you don’t need to recompile the model to see the textures).

Of course, it’s not necessary to do this part, because its only for viewing in HLMV at the moment. In HLMV go to «Physics» tab, you’ll notice a list of bones, and other stuff,

The pelvis bone is usually the first bone of the list, we won’t be doing anything with this, because its not necessary. Select another bone from the list, like, b_spine 2 for example, then make sure its on X axis, set «Test» up the other way, and experiment with Max and Min (you’ll need to put the «Test» back where it was to see what Min looks like). You’ll see the model rotate accordingly.

The whole thing becomes self-explanatory, because all you need to do is test everything out, and determine if that’s how far the model will rotate in-game when posing. What’s is maximum and minimum rotations. when you’re happy with X, move to Y, and so on.

After you finish setting all the values on all three Axis’ move to another bone, then another, until ALL the bones in the list have their values set. All except the pelvis bone of course.

A test for example:

Finally, hit «Generate QC» and all those values will be in your clipboard. Don’t close HLMV just yet, just in case something goes wrong, you don’t want to redo all those values again.

Paste it into your QC now at the very end of the QC, and delete this line:

This is because the qc already contains a sequence for the ragdoll. Now scroll back up to where it says «$collisionjoints» and replace it with IF you haven’t already:

In between the quotation marks «» is the name of the physics.

Now compile the QC again, hopefully no errors occur. Once it’s finished, hit «Go To Model File» Don’t just copy the model, but copy the whole model’s path. Or if you like copy the original downloaded files (should contain models folder and materials folder) into «Addons» But first make a folder such as «Halo 4 Sangheili» and put them inside that. Go through the models folder to delete the old files (including the «decompiled» folder) and copy your newly compiled model into it. That obviously should take care of the textures as well, so you won’t get errors.

All that’s left is to test it. If you were successful:

One final thing I highly recommend doing to avoid getting white textures all over the models, is delete custom cubemaps from all the vmts.

They go along the lines of:

This should finalize the porting from SFM to Gmod, if you get problems a long the way, be sure to comment about it, and I’ll see if I can help, if I can’t, you may want to ask on the SFM forums.

Hopefully, this guide has helped you learn how to fully port a model from Source Filmmaker to Garry’s Mod. I’m sorry if anything was confusing.

I won’t make any guides on porting models from other non-Valve games, or ragdoll creation, there are plenty out there already to help you get into modding.

Finally, and most importantly, if you use this guide to port models from SFM to Garry’s Mod Workshop that you did not do yourself, make absolutely sure that you ALWAYS ask the original author’s (of the model) permission to upload the model to Gmod workshop FIRST.This means, you may need to make an SFMLab account if the content you got is from there, so you can contact them.

Secondly ALWAYS give appropriate credits, check their credit list if they have one, and give credits to whom they are due to the ones who made/ported the models and textures and whatever else. It is alright for you to credit yourself for making the physics. I am not responsible for any problems you encounter for NOT asking their permission first.

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