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(Blender) Need help with Team Fortress .mdl files

ZombiePlasticClock
polycounter lvl 5
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ZombiePlasticClock polycounter lvl 5
Firstly, just wanted to say this is my first post on Polycount. I've been trying all week to make models and stuff for the game Team Fortress 2, to not much avail. And since such amazing additions to the game came from this community, I figured you guys would be a much greater help.

Also, I'm not an absolute newbie. I know a bit about modeling, and my current projects are here:
-Break-action revolver for the Engineer (Tf2):
http://www.gamebanana.com/wips/37929

-The Hidden Blade, from Assassin's Creed (Tf2):
http://www.gamebanana.com/wips/37934

Back to the bulk of the matter, I'm using Blender, and I cannot work with .mdl files. Though I prefer to use the 2.49b version of Blender, the furthest I got was using the latest version of Blender and importing a model from Counter-Strike: Source. However, I was hoping someone could help me with this problem:

All the tutorials I've read pointed me to this program
http://developer.valvesoftware.com/wiki/Studiocompiler
Canonfodder's Studiocompiler, a program that takes Source Engine .mdl files, and converts them into a format that can be edited (IE, the model file, animation file, etc..).

However, whenever I tried using it with Team Fortress files, it crashes the program. This doesn't happen with other Source games (Garry's Mod, and Counter-Strike: Source are games I've been able to get the models from fairly easilly). Other tutorials also say to use Notepad++ to change parts of the .mdl which I've done as well, to no avail. I was hoping, since you guys seem to know how to do this, I figured I ask here. Any help would be appreciated, because I don't want my models to collect dust: I want to finish them for others to enjoy.

Replies

  • Mark Dygert
    Yep decompiling models is a huge pain in the ass, you need to edit the .mdl files in a hex editor, you can't use a text editor it will butcher the files and make them unusable. If you've ever opened them in a text editor, re-extract the files and use a hex editor.

    Once you get the .mdl files broken apart you need a program that reads .smd files. Milkshape3D was the last near free app that I know of that imports .smd's but there is a 3dsmax smd import/export plug-in written by wunderboy, they're great.

    For compiling I strongly suggest using GUIStudiomdl also from wunderboy:
    http://www.wunderboy.org/apps/guistudiomdl2.php

    Any way you go its a dicey situation that is full of bugs and frustration... it doesnt' get any easier that you're using blender... good luck, don't hurt yourself.
  • ironbearxl
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    ironbearxl polycounter lvl 18
    Didn't someone upload a zip file with all the tf2 stock models/hats/weapons in the TF2 thread?
  • ZombiePlasticClock
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    ZombiePlasticClock polycounter lvl 5
    Sorry for the slow reply. Been a busy week over here -_-
    ironbearxl wrote: »
    Didn't someone upload a zip file with all the tf2 stock models/hats/weapons in the TF2 thread?

    I now know how to import models using GCFScape, so it's not needed. I'll look into it anyway, so thanks for letting me know.
    Yep decompiling models is a huge pain in the ass, you need to edit the .mdl files in a hex editor, you can't use a text editor it will butcher the files and make them unusable. If you've ever opened them in a text editor, re-extract the files and use a hex editor.

    Once you get the .mdl files broken apart you need a program that reads .smd files. Milkshape3D was the last near free app that I know of that imports .smd's but there is a 3dsmax smd import/export plug-in written by wunderboy, they're great.

    For compiling I strongly suggest using GUIStudiomdl also from wunderboy:
    http://www.wunderboy.org/apps/guistudiomdl2.php

    Any way you go its a dicey situation that is full of bugs and frustration... it doesnt' get any easier that you're using blender... good luck, don't hurt yourself.

    I have all those programs (For the record, Milkshape isn't freeware. But for $35 it's invaluable). The farthest I got was importing models, and getting them into Blender and Milkshape 3D. HUGE pain in the ass. But I'm still trying. Have you any tips on this matter? I've already joined Gamebanana to ask, and for a community of modders, I actually didn't get very much XD
  • Mark Dygert
    ironbearxl wrote: »
    Didn't someone upload a zip file with all the tf2 stock models/hats/weapons in the TF2 thread?
    Now that you mention it, a long time ago I decompiled all the player models and the engineers wrench models, they're still sitting in my dropbox, if they're useful to someone great.
    http://dl.dropbox.com/u/2336353/TF2CharacterSourceFiles.rar

    ZombiePlasticClock Milkshape 3D isn't free but it also comes with a 30 day trial if I remember correctly which should be enough time to get whatever you need. I bought a license 6-7 years ago and I use it from time to time.

    Decompiling Source content is a monumental pain any way you slice it, but it gets easier the second or third time around... I took notes and stuffed them in a project folder and archived it. I'll go digging and see if there is anything of value that you haven't already run into.
  • passerby
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    passerby polycounter lvl 12
    if your using the latest versions 2.57 this should do the job for you http://code.google.com/p/blender-smd/

    you still need to use the mdlcompiler with sourcesdk but this plugin will automate the process of doing that too.

    it can import and export smd and dmx files, but if your trying to get a source model into blender you will need to edit mdl and use the mdldecmpiler first to get a smd or dmx from it to import.

    should work for you even know i stopped using blender for modeling i still use it for exporting to source and i never had issue with it.
  • ZombiePlasticClock
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    ZombiePlasticClock polycounter lvl 5
    @ Mark Dygert

    That would be very much appreciated. It's difficult to figure out how all this works, so any help makes me happy

    @ Passerby

    No need, I can import SMD files into Blender now. However, if you've used Blender before, can you give me tips on UVWrapping? Because I can't wrap my head around it. If it helps, I'm trying to unwrap these kinds of models

    http://www.polycount.com/forum/showthread.php?t=85119
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