Maestro_Fénix_playermodels_pack (FINAL)(Now in addon format)

Obsidian Conflict Playermodels go here.
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TESLA-X4
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Post by TESLA-X4 »

Studiomdl determines the validity of a specified texture by attempting to search for the texture (by name) in the .smd referenced by the .qc ($model "<name>" "<filepath>/<reference_model>.smd"), under the 'triangles' block.
The problem here is that there's literally nothing at all inside that block, meaning you could try an infinite number of variations to the name and still not get it to compile, simply because it doesn't exist in the smd. It's just

Code: Select all

triangles
end
when it should really be something like

Code: Select all

triangles
my_material.ext
0	0 0 0	0 0 1	0 1	1 0 1
0	0 -1 0	0 0 1	0 0	1 0 1
1	1 -1 0	0 0 1	1 0	1 1 1
my_material.ext
0	0 0 0	1 0 1	0 1	1 0 1
1	1 -1 0	1 0 1	1 0	1 1 1
1	1 0 0	1 0 1	1 1	1 1 1
my_material.ext
1	1 -1 0	0 0 1	1 0	1 1 1
0	0 -1 0	0 0 1	0 0	1 0 1
0	0 0 0	0 0 1	0 1	1 0 1
my_material.ext
1	1 0 0	1 0 1	1 1	1 1 1
1	1 -1 0	1 0 1	1 0	1 1 1
0	0 0 0	1 0 1	0 1	1 0 1
end
If the Touhou Fortress team's willing to recompile it for OC, they'll most likely need to re-rig it first, unless I'm mistaken.
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Post by MaestraFénix »

It´s possible that i caused this when i modified the .mdl file with a Hex editor? (i changed the ISDT0 for ISDT, for the mdldecompiler could decompile the model).

I see the reference model, and yes, the triangle part is empty.

To rig, i need do in a modeling program like XSI or Max 2010 create again the bones, right? How can do it?
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Post by TESLA-X4 »

Maestro Fénix wrote:It's possible that i caused this when i modified the .mdl file with a Hex editor? (i changed the ISDT0 for ISDT, for the mdldecompiler could decompile the model).
Unlikely, if all you changed was that byte.
Maestro Fénix wrote:To rig, i need do in a modeling program like XSI or Max 2010 create again the bones, right? How can do it?
Yeah, you will need a modeling program to do this. You will probably find this page and this page useful. XSI (ModTool) is free, but 3ds Max isn't. If you decide to go with XSI, make sure you download v6 and not v7.5. Also, don't attempt to get familiar with the program by feeling your way around - watch the tutorial videos, they're a little long but really useful for orienting yourself with the program's interface.
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Post by MaestraFénix »

I opened the SMD´s, but, it seems ok the bones (but in the SMD´s is true that the zone between Triangles and END is empty).

After searching in Google, fond a article with this problem. The guy resolved the error opening the reference model in a modeling program, re-asignating the texture of eyeball_r and eyeball_l, saving and compilating.

I don´t know texture a model yet, someone can do this for me? (PLOX, all of we want these models)
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Post by MaestraFénix »

Well, i still trying a fix for this error.

If in a 10 days i can´t fix this, i will release the V2 without the Touhou models (noooo). Only been released Kagamine Rin model and the "patch" for the older models.

(Dammit, why a model error? i don´t know modeling and skinning yet).
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Post by TESLA-X4 »

It's not just the textures missing - the entire mesh is. Look at the number of triangles in my earlier screenshot - zero! :( This means you'd have to remodel it from scratch. It's unfixable due to such a massive amount of data missing. :/
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Post by MaestraFénix »

So.

I will contact with the Touhou Proyect team to report my failure converting the TF2 models to Source 2007 engine.

I can´t understand yet why this error occurs (only convert the 0 to , in .mdl and decompiling). At first, should not happen, because except the change in .mdl, all the process is the same.

And above all, why some TF2 models not get this error, and anothers yes?.
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Post by TESLA-X4 »

Don't forget how old the model decompiler is (hence no proper support for post-EP1 models - hexing that '0' to a ',' is best described as a hack), and the fact that it was never completed. I know there are others making their own decompilers, but I haven't actually seen any of them released.
I'm guessing that in this case, it's partly caused by bodygroups...
Apparently, Valve can't make games beyond the number 2.
I think the only time we'll get a Source SDK code update is when it starts having purchasable hats integrated, i.e. hatconomy.

Please do not make assumptions you are not knowledgeable enough to make - that just backfires on yourself.
Tick me off, and I'll be sure to give you the golden treatment. Haven't you heard? Silence is golden.
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Post by MaestraFénix »

Finally, if nothing can stop me, i´ll release tomorrow the V2, with new player models (forget the Touhou models, the problem that they have are very far for my actual knowledge about modeling).
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Post by MaestraFénix »

24h later....

V2 released. See first post for the information, links and images.
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Post by lwhyl Infiltrator »

awesome dude, and thanks for fixing the sounds for the 7 hour was combine : :dance: :D
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Post by LivingWithGames »

Alien Swarm models,now I'll never forget you.

Thanks a lot buddy
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Post by Supahchikin »

Wow AS chars and Spess Mehreen, im amazed.
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Post by lwhyl Infiltrator »

:cry: TEH SPACE MARINEH ISNT WORKINEH!!! for me D:
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Post by MaestraFénix »

lwhyl Infiltrator wrote::cry: TEH SPACE MARINEH ISNT WORKINEH!!! for me D:
Not working? Wait a minute, i think that i know what is the problem:

The model is in T-pose on idle, and have weird animations in every weapon, true?

Hmm, i don´t know why, because i can see it perfect in Model Viewer. Give me a time to try resolve it, ok?
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