Re: [hlcoders] Decompiling Orangebox Models

2008-08-25 Thread Kyle K
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

Re: [hlcoders] Decompiling Orangebox Models

2008-08-25 Thread Jake Breen
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

Re: [hlcoders] Decompiling Orangebox Models

2008-08-25 Thread Spencer 'voogru' MacDonald
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

Re: [hlcoders] Decompiling Orangebox Models

2008-08-25 Thread Spencer 'voogru' MacDonald
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

Re: [hlcoders] Decompiling Orangebox Models

2008-08-25 Thread Jake Breen
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

Re: [hlcoders] Decompiling Orangebox Models

2008-08-25 Thread bl4nkeh
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

[hlcoders] Decompiling Orangebox Models

2008-08-25 Thread Spencer 'voogru' MacDonald
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. -

Re: [hlcoders] height2ssbump

2008-08-25 Thread Jake Breen
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 >

Re: [hlcoders] height2ssbump

2008-08-25 Thread Tony "omega" Sergi
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

Re: [hlcoders] grenade code

2008-08-25 Thread Yorg Kuijs
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

Re: [hlcoders] height2ssbump

2008-08-25 Thread Chris Green
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