I modified CanonFodder's decompiler with a hex editor a while back to
decompile v48 (orangebox's most common version)
and skip physics info since it was causing lots of crashes in these models.
Be warned, the QC is probably going to be messed up, but it should
definitely get you the reference mes
Are you sure you just changed /_*IDST0*_/ to _/*IDST,
*/_that includes the -> , <--- at the end...most
people miss that. If not it could be because your output folder is messed.
Spencer 'voogru' MacDonald wrote:
> I tried that but the decompiler crashed regardless.
>
> -O
I tried that but the decompiler crashed regardless.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jake Breen
Sent: Monday, August 25, 2008 5:06 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Decompiling Orangebox Models
Open up the O
I'm going to be using the model in orangebox, I'm not trying to make an
orangebox model work in EP1, I just need to fix a path in an orangebox model
to a texture.
- voogru.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of bl4nkeh
Sent: Monday, August 25, 2
Open up the OB .mdl with notepad..
Change the header from 'IDST0' to 'IDST,' (Note: it may be 'IDST-' or
something else, just change it to 'IDST,')
and decompile normally.
bl4nkeh wrote:
> There's a program out there called "fixvtf" (the download link I had is
> gone now) that would make it so
There's a program out there called "fixvtf" (the download link I had is
gone now) that would make it so you could use Ep2 models in Ep1. I
imagine you could convert them over to Ep1 using that, change the stuff
you want, and probably conver it back over to Ep2 afterwards.
Spencer 'voogru' MacDo
Hey all,
I'm trying to decompile an orangebox model to change the path of a texture,
but it appears every tool I come across after a google search, the utilities
do not appear to work for Orangebox models.
Are there any tools available that actually work to decompile orangebox
models?
Thanks.
-
Ok thanks Tony, just a quick question how would one go about making a
blend texture? Did you guys use any special tools because it looks
pretty complicated, and I just can't figure it out..
Tony "omega" Sergi wrote:
> he needs us to update the sdk, I had to modify all of the tools for the SDK
>
he needs us to update the sdk, I had to modify all of the tools for the SDK
so that they run. Some still aren't updated.
-Tony
On Mon, Aug 25, 2008 at 12:15 PM, Chris Green <[EMAIL PROTECTED]>wrote:
> It should work. What arguments are you giving and what happens when you
> run it?
>
>
> -Or
so moved on and now trying to prevent people from throwing the grenade
DURING the ready animation, for standard hl2 grenades the pin is pulled
when you draw the grenade and you can throw it without even fully
raising your arm.
In my mod the pins gonna be pulled at the actual animation when you
It should work. What arguments are you giving and what happens when you
run it?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jake Breen
Sent: Sunday, August 24, 2008 6:42 PM
To: Discussion of Half-Life Programming
Subject: [hlcoders] height2ssbump
Ha
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