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Old 05-09-2012, 02:20 PM   #1906
M-NINJA
 
 
 
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Anyone else having problems with HLMV?
I tried loading somethings and everything came up have a black texture.

SDK did update today so theres that.
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Old 05-09-2012, 02:36 PM   #1907
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Yeah it might be that update. I haven't tried anything out since that update.
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Old 05-10-2012, 05:20 PM   #1908
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When I try to download VTFEdit it just goes here -

http://www.tophattwaffle.com/wp-cont...id=VTFedit.exe

"Download does not exist!"

What can I do?
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Old 05-10-2012, 05:33 PM   #1909
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Quote:
Originally Posted by Kiamberm View Post
When I try to download VTFEdit it just goes here -

http://www.tophattwaffle.com/wp-cont...id=VTFedit.exe

"Download does not exist!"

What can I do?
Use the one from here: http://nemesis.thewavelength.net/index.php?c=178

The latest version should be 1.2.5
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Old 05-15-2012, 11:48 PM   #1910
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I'm getting an error decompiling weapon models:


Error opening C:\Users\Username\Desktop\\parts/dmx/c_pistol_reference.dmx.smd

Any suggestions?
I've already refreshed SDK content and I'm pretty sure I'm running it from the correct directory.
It'll load the animations fine but not the model for reference.
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Old 05-16-2012, 01:59 AM   #1911
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Did you make sure to hex the model before decompiling?

(Opening the .mdl with notepad++ and then changing the IDST0 to IDST,)
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Old 05-16-2012, 07:31 AM   #1912
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Helljumper, how do you get alpha channeled textures to display in blender?
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Old 05-16-2012, 03:05 PM   #1913
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Quote:
Originally Posted by Asdfxuiop View Post
Helljumper, how do you get alpha channeled textures to display in blender?
Alpha channels can serve many purposes. What are you looking to do with the alpha channel? Transparency?
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Old 05-16-2012, 05:26 PM   #1914
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Quote:
Originally Posted by HellJumper View Post
Alpha channels can serve many purposes. What are you looking to do with the alpha channel? Transparency?
Yeah, transparency. When I load up a png or tga with alpha channel, I click the rbga option on the uv editor and it shows up as it should, but it doesn't reflect in the 3d viewport.
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Old 05-16-2012, 05:49 PM   #1915
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Quote:
Originally Posted by Asdfxuiop View Post
Yeah, transparency. When I load up a png or tga with alpha channel, I click the rbga option on the uv editor and it shows up as it should, but it doesn't reflect in the 3d viewport.
It's actually kind of difficult to do with blender 2.5, but I think it's easier with 2.6. Anyway, read this: http://www.katsbits.com/tutorials/bl...ansparency.php

Scroll down to the section titled "Transparency via Texture Face". That tells you how to do it, but unfortunately you have to do it manually for every face. I don't know if there any other ways.
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Old 05-16-2012, 11:51 PM   #1916
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Quote:
Originally Posted by HellJumper View Post
Did you make sure to hex the model before decompiling?

(Opening the .mdl with notepad++ and then changing the IDST0 to IDST,)
Yeah I make sure it's hexed almost every time I go to run it.
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Old 05-17-2012, 12:49 AM   #1917
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Quote:
Originally Posted by CarnageReborn View Post
Yeah I make sure it's hexed almost every time I go to run it.
So the error is with decompiling and not importing into blender? You say the problem is with the decompile, but your error is saying something about an smd which doesn't make sense. If you are using the latest version of blender, make sure to use the latest version of smd tools. The versions have to match.
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Old 05-17-2012, 11:27 AM   #1918
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Quote:
Originally Posted by HellJumper View Post
So the error is with decompiling and not importing into blender? You say the problem is with the decompile, but your error is saying something about an smd which doesn't make sense. If you are using the latest version of blender, make sure to use the latest version of smd tools. The versions have to match.

Sorry, maybe I'm not saying the problem right.

When I open up the StudioCompiler (provided with the SDK) I choose the model file to decompile and the output directory and then hit extract. Then it gives me the error I gave above and once I click ok it finishes dumping the model and leaves me with the mdldecompiler.qc and usually an idle.smd when I import into blender the idle.smd is blank and the blender scene remains unchanged. (For example decompiling a v_model weapon gives me idle.smd, fire.smd, reload, etc. and when I import those into blender, all I get are the bones and animations there is no reference model, however, because of the error).

I hope that clears my issue up a little bit
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Old 05-17-2012, 05:10 PM   #1919
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Quote:
Originally Posted by CarnageReborn View Post
Sorry, maybe I'm not saying the problem right.

When I open up the StudioCompiler (provided with the SDK) I choose the model file to decompile and the output directory and then hit extract. Then it gives me the error I gave above and once I click ok it finishes dumping the model and leaves me with the mdldecompiler.qc and usually an idle.smd when I import into blender the idle.smd is blank and the blender scene remains unchanged. (For example decompiling a v_model weapon gives me idle.smd, fire.smd, reload, etc. and when I import those into blender, all I get are the bones and animations there is no reference model, however, because of the error).

I hope that clears my issue up a little bit
I didn't use that decompiler in my video. Use MdlDecompiler.
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Old 05-17-2012, 09:31 PM   #1920
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Quote:
Originally Posted by HellJumper View Post
I didn't use that decompiler in my video. Use MdlDecompiler.
I checked out the webpage and it says that the latest version of MdlDecompiler is in StudioCompiler. When I clicked to download the 0.5 version of strictly the MdlDecompiler (from the site) it just gives me a .rar file, which I don't know what to do with.

Is there a big difference between the singular MdlDecompiler and the packaged one in StudioCompiler?

P.S. Thanks for the help man, I appreciate it.
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