Decompiling models to change skins?

AntonJ3000

I am inactive and make horrible maps
Oct 29, 2008
401
90
Is there some way to decompile a current model, for example one of the A B C signs used in cp_ maps, And then like change the skins and stuff without making it "collide" with the old model?
 

AntonJ3000

I am inactive and make horrible maps
Oct 29, 2008
401
90
Yeah, decompile, rename the model, make a new qc with that name, recompile.

Or decompile and add the new skin name to the old QC. Better to make a new sign name though, then you don't have issues with the old one.

Ok, any tutorial for doing that? :p
I'm pretty bad at modelling stuff.
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Search for iwannamap video tut. I don't know where to get it but he explains getting an object set-up/compiled pretty well. Probably interlopers forum or tuts has info.

I also know it's easy enough to google decompiling objects, however I have Vista and have not been able to get the decompiler to work.

-------here ya go, these should help

http://www.interlopers.net/tutorials/Modelling
 
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ultranew_b

L1: Registered
Jul 1, 2008
2
0
You shouldn't have to decompile any model to change the skin.

You can simply make your new skin, name it the same as the existing skin, then place the texture in a folder (you create) that has the same path as the original.






-----------------------------------------------------------------------------------------------------------------------
Source engine levels designed and realized by ultranew_b:
hl2dm_district33, dod_sora, dod_pier, dod_flurry, dod_U471, dod_V2, dod_copse, dod_fall
-----------------------------------------------------------------------------------------------------------------------​
 

AntonJ3000

I am inactive and make horrible maps
Oct 29, 2008
401
90
You shouldn't have to decompile any model to change the skin.

You can simply make your new skin, name it the same as the existing skin, then place the texture in a folder (you create) that has the same path as the original.






-----------------------------------------------------------------------------------------------------------------------
Source engine levels designed and realized by ultranew_b:
hl2dm_district33, dod_sora, dod_pier, dod_flurry, dod_U471, dod_V2, dod_copse, dod_fall
-----------------------------------------------------------------------------------------------------------------------​

Yes I know, but I want it not to like collide with the original signs.

And also, to the link above. I never get the MDL Decompiler to work.
 
Last edited:

Zeewier

L9: Fashionable Member
Sep 20, 2008
619
262
A few things: You must open the MDL with notepad++ (or any other advanced notepad that can read the file format) and change ISTD0 to ISTD, (there are a few of those use google to find the on you have)

Also a lot of people place it in the wrong folder, this is the working folder:
X:\Program Files\Steam\SteamApps\<username>\sourcesdk\bin\ep1\bin\

It's because the decompiler is designed for older version of the source engine

Link with beter explanation: http://www.facepunch.com/showthread.php?p=7724541
 

AntonJ3000

I am inactive and make horrible maps
Oct 29, 2008
401
90
A few things: You must open the MDL with notepad++ (or any other advanced notepad that can read the file format) and change ISTD0 to ISTD, (there are a few of those use google to find the on you have)

Also a lot of people place it in the wrong folder, this is the working folder:
X:program FilesSteamSteamApps<username>sourcesdkbinep1bin

It's because the decompiler is designed for older version of the source engine

Link with beter explanation: http://www.facepunch.com/showthread.php?p=7724541

Sorry for bump, but that's better than making a new thread about same thing?

I've tried to get that to work, But still can't... I put
mdldecompiler.exe in sourcesdk\bin\ep1\bin
I open, it says
Extra App ID set to 211, but no SteamAppId.

So I downloaded somebodies hacked mdldecompiler that is supposed to work with orangebox, So I click on the [...] and it crashes, So I tried putting the filenames directly into the boxes instead, extract, CRASH!

I have engineer.mdl engineer.vvd enginer.phy and all the others in C:\Documents and Settings\AntonJ\Skrivbord\engineer thing

I also used notepad++ to edit engineer.mdl to IDST,

I googled around trying to look for other fixes, and somebody said that you should uncheck "Use steam file access" and check "Dump old unweighted SMDs"

I did that, now the [...] stopped crashing, but extracting/decompiling still crashes..

Anybody know what's wrong? :confused:
 

Zeewier

L9: Fashionable Member
Sep 20, 2008
619
262
Extra App ID set to 211, but no SteamAppId.

I think it says that when it's in the wrong folder.

But you should also check if the sdk is set to tf2 (try decompiling while running source sdk maybe)
 

AntonJ3000

I am inactive and make horrible maps
Oct 29, 2008
401
90
I think it says that when it's in the wrong folder.

But you should also check if the sdk is set to tf2 (try decompiling while running source sdk maybe)

I ran source sdk + hammer and it's set to team fortress 2.

And it isn't wrong folder, It is in sourcesdk\bin\ep1\bin