Hey folks. I've been looking all over for some info about the base weapon models from each class and I can't find a ton. I'm looking to build I custom set and I 'd like to have the weapons as a base ref, mainly for scale, to start from. There isn't a ton on this site or over on the Valve community either. The only thing I've found here is a thread referring to decompiling the game assets to get the fbx/obj files. My question is how do I go about decompiling these files, whats the software for decompile and where do they live in the game. Any help would be great as I haven't had much luck turning things up on my own.
Replies
https://developer.valvesoftware.com/wiki/Crowbar
You need GCFScape to extract files from .vpk files:
https://developer.valvesoftware.com/wiki/GCFScape
- Models are in tf2_misc_dir.vpk.
- Extract all files(in addition to the .mdl file) with the same name to a folder.
- Decompile with crowbar.
- Import .smd files into your modeling application.
- Textures(.vtf files) are not required for decompiling but they are in tf2_textures_dir.vpk
- Use VTFEdit to convert them into .tga's etc.
https://developer.valvesoftware.com/wiki/VTFEdit
I've never used Maya for this. As a last resort, you can use Blender to import and convert .smd's into .obj's at the cost of bone weights but as weapons are mostly rigid objects, this can be somewhat practical.
I found this plug-in for max...
http://www.wunderboy.org/apps/smdimport.php
I'll give it a shot and let you know how it goes. Does Blender, by default, handle .smd file types?
For Blender, you need to install a plug-in:
https://developer.valvesoftware.com/wiki/Blender_Source_Tools
Talking to some buds of mine at work and they have all had similar experiences... not a ton of great tools. I guess that's just Valve. Dunno, maybe its just me.... Either way, Thanks for the help.