How To Decompile Portal 2 Models
Quote from boctroy on August 10, 2013, 5:58 pmFrom what i understand the models are separate from the animation. The models have a set of bones which the animation file reads and moves the bones accordingly.
From what i understand the models are separate from the animation. The models have a set of bones which the animation file reads and moves the bones accordingly.
Quote from Skotty on August 11, 2013, 8:24 am$includmodel "player_animations.mdl" means it uses animations from that file, yes. If your own model has the same bone structure and naming as chells/the one this player_animations.mdl uses, your model will have all animations from there, too.
$includmodel "player_animations.mdl" means it uses animations from that file, yes. If your own model has the same bone structure and naming as chells/the one this player_animations.mdl uses, your model will have all animations from there, too.
Quote from boctroy on August 11, 2013, 1:59 pmThanks for the reply.
Now to test things out, I decompiled chell, then recompiled her, looked into the model viewed and she had the list of sequences however she did not animate when I selected one. Is there something I am missing?
Thanks for the reply.
Now to test things out, I decompiled chell, then recompiled her, looked into the model viewed and she had the list of sequences however she did not animate when I selected one. Is there something I am missing?
Quote from FelixGriffin on August 11, 2013, 5:38 pmJoints tend to get horribly screwed up when you decompile Portal 2 models. I wouldn't recommend it for something you want to animate.
Joints tend to get horribly screwed up when you decompile Portal 2 models. I wouldn't recommend it for something you want to animate.
Quote from boctroy on August 11, 2013, 6:54 pmOK. So if I use the valve bipeds that I downloaded, I have to use the player_animations.MDL file that is unique to that biped set. Or grab chells biped set and attach that to my model.
Am I correct?
OK. So if I use the valve bipeds that I downloaded, I have to use the player_animations.MDL file that is unique to that biped set. Or grab chells biped set and attach that to my model.
Am I correct?
Quote from FelixGriffin on August 11, 2013, 10:45 pmI'm not sure if it will work, but you can try. I don't know if Portal 2 uses the standard biped joint arrangement.
I'm not sure if it will work, but you can try. I don't know if Portal 2 uses the standard biped joint arrangement.
Quote from Skotty on August 12, 2013, 8:22 amYou don't even have to decompile the model. Just take a look on the Chell model via ModelViewer and make sure what names it's bones have.
You don't even have to decompile the model. Just take a look on the Chell model via ModelViewer and make sure what names it's bones have.
Quote from boctroy on August 12, 2013, 6:41 pmAlsome!! thanks, my model is working. But when i pick up a portal gun it moves along the ground with the player. I think i read a post on this a while back, but does anyone know how to fix this.
Alsome!! thanks, my model is working. But when i pick up a portal gun it moves along the ground with the player. I think i read a post on this a while back, but does anyone know how to fix this.
Quote from Skotty on August 12, 2013, 7:14 pmYou need to declare an attachment bone/point for weapons. They have a given name, just take a look on Chell's model.
You need to declare an attachment bone/point for weapons. They have a given name, just take a look on Chell's model.
Quote from boctroy on August 17, 2013, 2:38 pmDo you know if it is possible to let me play as my model in co-op so that the other computer can see me playing as my model. I don't think it is possible without it being a my own custom hammer map.
Any advise would be appreciated.
Do you know if it is possible to let me play as my model in co-op so that the other computer can see me playing as my model. I don't think it is possible without it being a my own custom hammer map.
Any advise would be appreciated.