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Messages - jojA

#1
Thanks! :)

But I managed it otherwise, as Blender imports it correctly somehow (?). I imported the model into Blender and simply textured it there :)

Thread can be closed, thanks for helping :)
#2
Quote from: Joris Ceoen on December 10, 2015, 09:54:22 AM
Are you using the Wall Worm Pro exporter? If yes, then for playermodels, I suggest you utilise the Wall Worm SMD exporter/importer option instead, I had perfect results with that exporter rather than the Pro one (which is better overall, especially for things made from scratch in 3DS Max, but for importing and exporting again, the WW one is better, albeit slower). About the deforming arms, it's normal, in T-pose they are like that even in HLMV.

What you want to do is:

  • Decompile any playermodel with Crowbar, KEEP the decompiled .qc and all its values.
  • In Wall Worm, import the .qc when it is imported, just hide all the attachements and stuff you don't need to see visually. Make sure to keep the wwmt helper unhidden.
  • Open the Wall Worm Model Tools rollout and click the wwmt helper that is assigned to the model (it comes automatically on import).
  • Simply export the SMD's and .qc in the folders you like. Once this is done (can take a few mins) make sure to hit LOCK .QC in the Wall Worm Model Tools rollout. This is very important!
  • Now, browse to the folder where the newly created smd and qc files are stored. Once found, replace all the smd's with the DECOMPILED ones, make sure they have the same name.
  • Keep the new .qc (don't overwrite that one with the old one) but open it and copy/paste all the contents of the OLD qc INTO the NEW qc. It is important however to change the mdl name and smd paths to the current location, as they will not be correct in the old qc values that you have just pasted in the new one.
  • If there were animation folders from the decompiled model, make sure to also put them into the location of the smd's that Wall Worm searches for.

Once you have done this entire process, you should end up with exactly the same model as it was before import, without problems or deforming vertices. If you want to add changes instead, like custom textures and custom mesh etc... you can do that now. You're gonna overwrite the old smd's anyways, so if your goal is to not simply export and re-export to port models over to another mod, simply ignore the smd replacement steps, but keep the .qc locked. Hopefully this was helpful and not too complicated, I'm not the best when it comes to quickly explaining processes in steps  :-[

If I have understood you correctly, it doesn't work :(
Can we maybe Skype? Might make things easier :S
#3
WWMT Questions / CSGO player models - slightly deformed
December 10, 2015, 07:57:32 AM
Hey guys,

I managed to import the csgo player models into 3dsmax, as I wanted to edit them there (remove glasses etc.). When I finally got them there, the arms seem to be pretty deformed:

http://prntscr.com/9ci3k7 (detailed: http://prntscr.com/9ci3q4)

I thought that this might just be 3dsmax that displays the model incorrectly, but when importing it back into Source Filmmaker, the issue stayed. I tried fixing it manually by editing the vertices, but that F#$@ed up the textures (http://prntscr.com/9ci5hy).

My question would be: Is there any possibility to fix the arms in 3dsmax without messing with the textures? Or even import it into 3dsmax so that the model shows correctly?

Model: tm_leet_variantb from the csgo files.

PS: Great tool! Really helped with some movie stuff already! :)
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