Talk:Blender Source Tools

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Nice work, thanks!

If you add animation support(bone and vertex) I can finally switch to Blender 2.5x

btw, haven't you found anything useful in the old exporter scripts, which could help you to solve the animation support problem?

Blender 2.5 handles things very differently. My shaky grasp of 4D matrix transformations isn't good enough to translate the old exporter's code to the new one. :-( --TomEdwards 17:25, 11 August 2010 (UTC)
did you get it to work? --Pfannkuchen 10:32, 28 August 2010 (UTC)
Yes. Importing existing animations doesn't work yet, but the exporter is fully functional. --TomEdwards 12:47, 28 August 2010 (UTC)
AWESOME!!! Thanks for the great script! --Pfannkuchen 19:46, 29 August 2010 (UTC)

automatic armature generation

Hello, thanks again for the great plugin!
Is it possible to automaticly generate an armature and map a bone to each animated object/vertice in the scene?
Would be really helpfull for cinematic physics creation for source. --Pfannkuchen 21:45, 6 January 2011 (UTC)

That's way outside the scope of this script. Talk to whoever created the destruction code you're using. --TomEdwards 12:30, 7 January 2011 (UTC)

Standalone? / Object naming

Hey, I used this script, and I must say I was impressed. I do have a couple questions though. The first is: Is this entirely standalone? That is, do I need python to run it? I currently have 3.1.2 installed so I haven't actually tried running it without python.

Secondly, I was wondering why the export limits you to the object's name. Specifically this: "<output folder>\<subfolder>\<object>.smd" I think it's nice to have it automatically export without asking what you want it to be named, but sometimes the .smd name that I intend for it to use is longer than the allowed characters for object names. I also found that if you want to export the object multiple times in a row, the first export prompts you for where you want it to be saved, but the subsequent exports export to the last location. Sometimes this can be a hassle when I want to have it export to different folders.

Anyway, thanks for making this! --HellJumper 22:00, 1 February 2011 (UTC)

  • Blender 2.5 comes with Python, so there is no need for a separate install.
  • I honestly hadn't considered the possibility of long SMD names. I will add the ability to define lengthy names via custom object properties in the next release.
  • The export folder can be changed from the scene properties panel. If you are targeting multiple folders you can either divide your work into multiple scenes, or use per-object subfolders (with ../ to go up a level).
Thanks for the feedback! --TomEdwards 23:06, 1 February 2011 (UTC)
Awesome, thanks! Is there a way to get instantly updated as to when the next release comes out? --HellJumper 04:39, 3 February 2011 (UTC)
Yes: There is also an update button on the scene properties panel. --TomEdwards 12:30, 3 February 2011 (UTC)
Great! Thanks HellJumper 01:57, 8 February 2011 (UTC)

Automatic Updates

What method does the addon use to update itself? Apparently my workplace firewall does not like the way it talks to googlecode and blocks it.

SMD Tools update...
<urlopen error [Errno 10060] A connection attempt failed because the connected p
arty did not properly respond after a period of time, or established connection
failed because connected host has failed to respond>

I have no trouble downloading it with a browser and installing manually. --Tehrasha 03:50, 3 March 2011 (UTC)

Bog standard Python urllib. My guess is that Blender as a whole is blocked because it isn't a recognised internet-faring program. --TomEdwards 10:57, 3 March 2011 (UTC)

Doesn't Import Correctly?

Hello. It looks like a great tool! I am trying to export a Portal 1 turret to Blender, and I have already converted the texture into TGA, and I have used StudioCompiler to convert turret_01.mdl and now I have a folder full of a bunch of files, including aim_down.smd, aim_left.smd, fire.smd, etc. I am trying to import fire.smd, but in Blender 2.57B nothing appears. I followed the instructions to installing the plug-in, but it just imports a blank file. Either the model is size 0, or nothing imported correctly. I tried enlarging it by pushing s then 99999999999999999999 a few 100 times. I would really appreciate some help!!! Thank you! -Keavon

EDIT: I figured it out! The problem was that I was importing the wrong file. You need to import the bigger file, with the original file name (though it may contain text after it). Woot! This is awesome!

Doesn't work?

I've been trying to install this SMD Plug-in onto Blender, but it's not letting me activate it.

User PegaRainbow BlenderCantInstall.png

Please help! PegaRainbow 18:16, 20 October 2011 (PDT)

what version of blender are you using? --Pfannkuchen 07:05, 21 October 2011 (PDT)

Ive got the same problem! (2.62) Lukeme99 09:41, 8 June 2012 (PDT)

I had this same problem for a while. Did you install too? --SnackcakesMcGee 19:26, 22 January 2013 (PST)


Hi there :) First of all, thank you very much for this Blender script! I am using it since a long time now and I was very happy to find it back then.

Now I have a concern that may seem a little "outdated" but I am sure I am not the only one who thinks or was thinking of something like that. I am talking about an implementation of the GoldSource SMD file format that is, as far as I know (I am not a coder though) not very different from the Source ones.

You might think "Whooaat? People still use Goldsource?". Right, there are some nice enthusiastic people out there which are still creating nice stuff with it, so am I.

Until now I simply used Milkshape to do the converting from Source to Goldsource SMD. Sometimes that can be very annoying, mostly its not such a big deal.

Be that as it may, I just want to say there is a general demand of such an option. And in relation to the continual updates on the SMD Tools I think it is a really good one, not only for the lucky artists but for the appreciation of an old classic game that caused Valves todays success.

In this spirit, see you!

--ToTac 19:49, 13 December 2011 (PST)

I agree that GoldSrc implementation would be helpful. Until then, however, SMDs exported with this can actually be used for GoldSrc with some tweaking to the SMD. For some reason, when Blender SMD Tools exports a file, it puts the primary bone as the root with zero weight, meaning when compiling with GoldSrc, the root is all it sees. You'll need Notepad++. After exporting the SMD from Blender, open it in Notepad++, hit CTRL+F to open the find dialogue, click the replace tab, click the "Regular Expression" radio button down in the corner, and put this in Find:
0 (-*\d+\.\d+ -*\d+\.\d+ -*\d+\.\d+ -*\d+\.\d+ -*\d+\.\d+ -*\d+\.\d+ -*\d+\.\d+ -*\d+\.\d+) 1 (\d+) 1\.000000$
and put this in Replace:
\2 \1
After that, just Replace All and it should be ready to compile. This will only work for models designed specifically for GoldSrc, though. No bone weights or it won't work. replacing the $ with .*+$ might work, but then again, it might not work at all.
--SkyNinja 01:38, 4 June 2013 (PDT)
Here's an updated version of the expression found above. This one should work with any SMD output by BST.
Replace string is the same. I've attempted to use SED to match this, but failed.
--SkyNinja (talk) 04:25, 26 January 2017 (UTC)

Doesn't work!

When tried to load zip my addons window gets totally empty! HELP

Need Help Getting Models Into Team Fortress 2

I'm trying to find where I have to go to put my Team Fortress 2 models that I made in Blender. Right now I have the Engine Path going to ProgramFiles(x86)/Steam/SteamApps/common/TeamFortress2/bin/ and the Export Path set to // in the Source Engine Export Properties area. I'm guessing I have to set the Export path to something different, but I can't figure out what. Help would be appreciated.

Blender 2.8 Beta

The addon isn't working on the current beta of Blender 2.8. Dio (talk) 13:59, 11 April 2019 (UTC)

The last commit on GitHub works. Dio (talk) 14:08, 11 April 2019 (UTC)