Portal 2 custom models: Difference between revisions
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$collisionmodel "phymodel.smd" | $collisionmodel "phymodel.smd" | ||
{ | { | ||
$concave | |||
$mass 30.0 | |||
$inertia 1.00 | |||
$damping 0.00 | |||
$rotdamping 0.00 | |||
} | } | ||
Revision as of 20:11, 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 Custom Portal 2 Textures you know who you are and if you treated all new knowleage like what you did with Custom Portal 2 Textures this wiki will no longer be a tool to mod creators