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Decompiling models to change skins?  Thread Tools Reply
Old 02-27-2009, 11:34 AM   #1
AntonJ3000
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Default Decompiling models to change skins?


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?

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Old 02-27-2009, 12:13 PM   #2
Vigilante212
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Default Decompiling models to change skins?


I would think so some models have multiple skins.
 
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Old 02-27-2009, 12:22 PM   #3
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Default Decompiling models to change skins?


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.
 
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Old 02-27-2009, 01:00 PM   #4
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Default Decompiling models to change skins?


Quote:
Originally Posted by Sgt Frag View Post
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?
I'm pretty bad at modelling stuff.

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Old 02-27-2009, 02:40 PM   #5
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Default Decompiling models to change skins?


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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Old 02-27-2009, 04:30 PM   #6
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Default Decompiling models to change skins?


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.






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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
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Old 02-28-2009, 07:56 AM   #7
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Default Decompiling models to change skins?


Quote:
Originally Posted by ultranew_b View Post
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.

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Last edited by AntonJ3000; 02-28-2009 at 07:59 AM.
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Old 02-28-2009, 10:51 AM   #8
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Default Decompiling models to change skins?


Do you have Vista? I have Vista and it doesn't seem to work for me, trying to figure out why.
 
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Old 02-28-2009, 10:57 AM   #9
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Default Decompiling models to change skins?


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

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Old 02-28-2009, 11:07 AM   #10
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Default Decompiling models to change skins?


Cool, thanks, I'll have to give it a try.
I do think I had done the ISTD thing, but I probably didn't put it in the ep1\bin folder
 
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