- Mar 11, 2013
- 892
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How to Resize/edit an existing model!
Ever had a perfect model in the perfect brush, yes it's a satisfying feeling but what if the model is too big or small to fit properly where you want it? What if one of the wood beams clips the building below it? With this tutorial you'll be able to decompile the model, edit it to what you want, and recompile it fuss free.
What you need:
You’re going to need a few programs, fortunately they’re all freeware:
Extracting the model
To begin, you’re going to need to get the model by itself, using GCFSCAPE go into the tf2_misc_dir.vpk File and extract the model files you need. (all the models are in the /models directory)
With each model you'll need the following files:
Modelname.dx80.vtx
Modelname.dx90.vtx
Modelname.mdl
Modelname.phy
Modelname.sw.vtx
Modelname.vvd
Decompiling the model
Open up crowbar and select the .mdl file of the model you want to resize, once loaded click DECOMPILE, there should now be a new bunch of files.
These are the settings I use, I recommend something similar
Rescaling the model
In the folder you have extracted the files to, find MODELNAME.qc and open it in notepad.
Add one of the following DIRECTLY BELOW the file name.
$scale 0.5 (for half the size)
$scale 2.0 (for double size)
$scale 0.25 (for quarter size)
$scale 1.0 (for the regular size)
Once done, change the model name, I usually add _Small to the end, this is to prevent conflicts with the original model.
Be sure to edit the collision mesh with the changes you made to the original (the _phys.smd file is the collision mesh)
For example
Extra Changes
If you want to make any other changes to the model, for example rotating it 90 degrees or cutting a part of it, you can edit the _REFERENCE .SMD file in your favourite source modelling tool (For example 3ds max with wallworm plugin)
Recompiling
Open GuistudioMdl and set it up the team fortress 2 directory like so
In your team fortress 2 Folder, you're going to need to manually make the folders shown in your .qc file, for example I had to manually make the /models/egypt/pillar folders when recompiling pillars.qc
Then select the .qc file you have been editing, and press COMPILE
Again, these are the settings I use
Grabbing your new model
Granted you did everything correctly it should turn up in the model browser like any other model! Like this
Packing
Make sure you pack your models into your map when releasing it, or else users will receive big read ERROR models around the map.
Conclusion
Hopefully that’s all you needed to know with resizing a model permanently, So be sure comment below if you find any issues so me, another mapper or void can help fix your issue.
Ever had a perfect model in the perfect brush, yes it's a satisfying feeling but what if the model is too big or small to fit properly where you want it? What if one of the wood beams clips the building below it? With this tutorial you'll be able to decompile the model, edit it to what you want, and recompile it fuss free.
What you need:
You’re going to need a few programs, fortunately they’re all freeware:
- Guistudiomdl
- Crowbar
- Notepad
- Gcfscape
Extracting the model
To begin, you’re going to need to get the model by itself, using GCFSCAPE go into the tf2_misc_dir.vpk File and extract the model files you need. (all the models are in the /models directory)
With each model you'll need the following files:
Modelname.dx80.vtx
Modelname.dx90.vtx
Modelname.mdl
Modelname.phy
Modelname.sw.vtx
Modelname.vvd
Decompiling the model
Open up crowbar and select the .mdl file of the model you want to resize, once loaded click DECOMPILE, there should now be a new bunch of files.
These are the settings I use, I recommend something similar
Rescaling the model
In the folder you have extracted the files to, find MODELNAME.qc and open it in notepad.
Add one of the following DIRECTLY BELOW the file name.
$scale 0.5 (for half the size)
$scale 2.0 (for double size)
$scale 0.25 (for quarter size)
$scale 1.0 (for the regular size)
Once done, change the model name, I usually add _Small to the end, this is to prevent conflicts with the original model.
Be sure to edit the collision mesh with the changes you made to the original (the _phys.smd file is the collision mesh)
For example
Extra Changes
If you want to make any other changes to the model, for example rotating it 90 degrees or cutting a part of it, you can edit the _REFERENCE .SMD file in your favourite source modelling tool (For example 3ds max with wallworm plugin)
Recompiling
Open GuistudioMdl and set it up the team fortress 2 directory like so
In your team fortress 2 Folder, you're going to need to manually make the folders shown in your .qc file, for example I had to manually make the /models/egypt/pillar folders when recompiling pillars.qc
Then select the .qc file you have been editing, and press COMPILE
Again, these are the settings I use
Grabbing your new model
Granted you did everything correctly it should turn up in the model browser like any other model! Like this
Packing
Make sure you pack your models into your map when releasing it, or else users will receive big read ERROR models around the map.
Conclusion
Hopefully that’s all you needed to know with resizing a model permanently, So be sure comment below if you find any issues so me, another mapper or void can help fix your issue.
Last edited: