Portal 2 custom models: Difference between revisions

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(Created page with "=About= I noticed that my SMD exporter exports in an much different way that studiomdl in the portal 2 folder doesn't reconize it. This is an reference guide to make it so that ...")
 
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This is the .smd that the studiomdl in the portal 2 folder reconizes
This is the .smd that the studiomdl in the portal 2 folder reconizes
<code>
 
 
version 1
version 1
nodes
nodes
Line 27: Line 28:
...
...
end
end
</code>
 
 
No nodes other then 0 "static_prop" -1 and (for props)  
No nodes other then 0 "static_prop" -1 and (for props)  
skeleton
skeleton
time 0
time 0
   0 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
   0 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
end
end
 
</code>
Also 0 in the first column NEVER CHANGES  
Also 0 in the first column NEVER CHANGES  


Line 73: Line 77:
$rotdamping 0.00
$rotdamping 0.00
}
}
</code>
 


$lod and $hbox and $collisionmodel are unnessary  
$lod and $hbox and $collisionmodel are unnessary  
so here is the bare bones just to get your model into hammer
so here is the bare bones just to get your model into hammer


<code>
 
$cd "..."
$cd "..."
$modelname "Combine_Room\combine_wire001.mdl"
$modelname "Combine_Room\combine_wire001.mdl"
Line 87: Line 91:
$illumposition 0.000 0.000 0.000
$illumposition 0.000 0.000 0.000
$sequence idle "idle" fps 30.00
$sequence idle "idle" fps 30.00
</code>
 


finally to get the model into hammer you need an .smd called idle.smd and this is it
finally to get the model into hammer you need an .smd called idle.smd and this is it


<code>
 
version 1
version 1
nodes
nodes
Line 102: Line 106:
   0 0.000000 0.000000 0.000000 0.000000 -0.000000 0.000000
   0 0.000000 0.000000 0.000000 0.000000 -0.000000 0.000000
end
end
</code>
 


Hopefully this allows for more custom props in portal 2 mods  
Hopefully this allows for more custom props in portal 2 mods  

Revision as of 20:00, 14 October 2011

About

I noticed that my SMD exporter exports in an much different way that studiomdl in the portal 2 folder doesn't reconize it. This is an reference guide to make it so that the studiomdl reconizes it. (this deals with props I have yet to see the difference in NPC .qc in portal 2 and the .qc for other games, wanna find out use Gibbeds VPK extractor on the portal 2 .vpk files found in Steam\steamapps\common\portal 2\portal2 folder)

Refernce code

This is the .smd that the studiomdl in the portal 2 folder reconizes


version 1 nodes

 0 "static_prop" -1

end skeleton time 0

 0 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000

end triangles combine_panel001.bmp 0 58.059105 -108.627701 38.488201 0.072002 0.023401 0.997130 0.289500 -0.998100 0 52.870804 -94.276199 38.526199 0.072002 0.023401 0.997130 0.316600 -0.998100 0 45.461502 -78.973999 38.702400 0.072002 0.023401 0.997130 0.355300 -0.998100 combine_panel001.bmp 0 73.021011 -99.157303 38.303902 -0.270688 -0.028099 0.962257 0.211300 -0.998100 0 74.424805 -114.241302 38.257702 -0.269592 0.002400 0.962972 0.203900 -0.998100 0 75.247810 -114.277496 38.488201 -0.275013 0.013601 0.961344 0.199600 -0.998100 combine_panel001.bmp ... end


No nodes other then 0 "static_prop" -1 and (for props)


skeleton time 0

 0 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000

end Also 0 in the first column NEVER CHANGES

Here is the .qc file with also some key notes

$cd "..." $modelname "Combine_Room\combine_wire001.mdl" $model "Body" "combine_wire001_reference.smd" $lod 10

{
 replacemodel "combine_wire001_reference" "lod1_combine_wire001_reference"

} $lod 15

{
 replacemodel "combine_wire001_reference" "lod2_combine_wire001_reference"

} $lod 20

{
 replacemodel "combine_wire001_reference" "lod3_combine_wire001_reference"

} $lod 25

{
 replacemodel "combine_wire001_reference" "lod4_combine_wire001_reference"

} $cdmaterials "models\combine_room/" $hboxset "default" $hbox 0 "static_prop" -77.137 -173.657 -40.269 77.137 173.657 40.269 // Model uses material "combine_panel001.vmt" $surfaceprop "metal" $illumposition 0.000 0.000 0.000 $sequence idle "idle" fps 30.00 $collisionmodel "phymodel.smd" {

$concave $mass 30.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 }


$lod and $hbox and $collisionmodel are unnessary so here is the bare bones just to get your model into hammer


$cd "..." $modelname "Combine_Room\combine_wire001.mdl" $model "Body" "combine_wire001_reference.smd" $cdmaterials "models\combine_room/" $hboxset "default" $surfaceprop "metal" $illumposition 0.000 0.000 0.000 $sequence idle "idle" fps 30.00


finally to get the model into hammer you need an .smd called idle.smd and this is it


version 1 nodes

 0 "static_prop" -1

end skeleton time 0

 0 0.000000 0.000000 0.000000 0.000000 -0.000000 0.000000

time 1

 0 0.000000 0.000000 0.000000 0.000000 -0.000000 0.000000

end


Hopefully this allows for more custom props in portal 2 mods please this is subject to frequent update so keep an eye out for changes

end note

don't butcher this like you did with portal 2 custom textures you know who you are and if you treated all new knowleage like what you did with portal 2 custom textures this wiki will no longer be a tool to mod creators