[SOLVED] Importing Half Life 2 models to Portal 2
Quote from Stepper321 on April 20, 2014, 3:30 pmI need civilian models of Half Life 2 imported inside Portal 2, I know how to do it and all, I imported them inside the Portal 2 folder, under the folder "models/Stepper" but when I try to open a model in Half Life Model Viewer it gives me an error that says "Error importing model".
Help would be appreciated.
I need civilian models of Half Life 2 imported inside Portal 2, I know how to do it and all, I imported them inside the Portal 2 folder, under the folder "models/Stepper" but when I try to open a model in Half Life Model Viewer it gives me an error that says "Error importing model".
Help would be appreciated.
Quote from Ultiman9711 on April 20, 2014, 8:31 pmAnd you've checked that all the file paths remain the same as in HL2 for materials and related files? They must be in the same structure unless you've actively modified them to match your new path under models/Stepper
Edit: What I mean is that, unless you've edited everything, the path to the files in HL2 should match what your Portal 2 path is.
And you've checked that all the file paths remain the same as in HL2 for materials and related files? They must be in the same structure unless you've actively modified them to match your new path under models/Stepper
Edit: What I mean is that, unless you've edited everything, the path to the files in HL2 should match what your Portal 2 path is.
Quote from FelixGriffin on April 20, 2014, 11:24 pmHuman models from HL2 will not work in Portal 2, as they used shared .ANI files for gestures and movements. I've tried all sorts of alternatives but I haven't yet found a human model (besides Chell) that works properly.
Human models from HL2 will not work in Portal 2, as they used shared .ANI files for gestures and movements. I've tried all sorts of alternatives but I haven't yet found a human model (besides Chell) that works properly.
Quote from Skotty on April 21, 2014, 12:00 amStepper321 wrote:... I imported them inside the Portal 2 folder, under the folder "models/Stepper" ...Of course you get an error. You changed the model path. Either you hex the original files (paths inside the files) or you keep the original path.
Of course you get an error. You changed the model path. Either you hex the original files (paths inside the files) or you keep the original path.
Quote from CamBen on April 21, 2014, 12:21 amFelixGriffin wrote:Human models from HL2 will not work in Portal 2, as they used shared .ANI files for gestures and movements. I've tried all sorts of alternatives but I haven't yet found a human model (besides Chell) that works properly.I actually have been messing around with human models in portal 2 for a while and have finally gotten one to work with valve biped animations. I used a combo of chell's head on a heavily modified male_06 model that someone else had posted on thinkingwithportals, plus that Slenderman model for bones that was from that forest of slender map. It's a really weirdly modified model, and seems to only work in some compiles of it, and any change has a risk to ruin the animations. :/
On another note, I've found a semi-efficient way to modify chell's mesh without reconstructing the missing piece of mesh from the exported SMD, and without re-animating, remodeling, or recompiling parts you want to stay the same. If you wanna talk about these findings or anything just pop me a steam message.
I actually have been messing around with human models in portal 2 for a while and have finally gotten one to work with valve biped animations. I used a combo of chell's head on a heavily modified male_06 model that someone else had posted on thinkingwithportals, plus that Slenderman model for bones that was from that forest of slender map. It's a really weirdly modified model, and seems to only work in some compiles of it, and any change has a risk to ruin the animations. :/
On another note, I've found a semi-efficient way to modify chell's mesh without reconstructing the missing piece of mesh from the exported SMD, and without re-animating, remodeling, or recompiling parts you want to stay the same. If you wanna talk about these findings or anything just pop me a steam message.
Aperture Science: We do our science asbestos we can!
Quote from Stepper321 on April 21, 2014, 4:17 amUltiman9711 wrote:And you've checked that all the file paths remain the same as in HL2 for materials and related files? They must be in the same structure unless you've actively modified them to match your new path under models/Stepper
Edit: What I mean is that, unless you've edited everything, the path to the files in HL2 should match what your Portal 2 path is.Oh, so how do I edit those..?- Oh well, I am going to use Pakrat anyway so who cares.
FelixGriffin wrote:Human models from HL2 will not work in Portal 2, as they used shared .ANI files for gestures and movements. I've tried all sorts of alternatives but I haven't yet found a human model (besides Chell) that works properly.I'm actually trying to just get a cropse.. will that' work?
EDIT: Okay.. so I think it works.. well, sort of. It does something it didn't do before, crash when it has to load it, both Hammer and the Model Viewer. Ha! How do I get a corpse now?!
Edit: What I mean is that, unless you've edited everything, the path to the files in HL2 should match what your Portal 2 path is.
Oh, so how do I edit those..?- Oh well, I am going to use Pakrat anyway so who cares.
I'm actually trying to just get a cropse.. will that' work?
EDIT: Okay.. so I think it works.. well, sort of. It does something it didn't do before, crash when it has to load it, both Hammer and the Model Viewer. Ha! How do I get a corpse now?!
Quote from CamBen on April 21, 2014, 4:55 amDecompile your model using mdl decompiler. Then, open the QC file it generates and remove the $includemodel line. Save it and recompile, then put it into portal 2.
Decompile your model using mdl decompiler. Then, open the QC file it generates and remove the $includemodel line. Save it and recompile, then put it into portal 2.
Aperture Science: We do our science asbestos we can!
Quote from Stepper321 on April 21, 2014, 7:25 amCamBen wrote:Decompile your model using mdl decompiler. Then, open the QC file it generates and remove the $includemodel line. Save it and recompile, then put it into portal 2.I have no idea how to compile it, it gives me an error saying
I linked it to the SteamGames on my other hard drive (where I install my games) and sdk_tools inside Portal2
I have no idea how to compile it, it gives me an error saying
I linked it to the SteamGames on my other hard drive (where I install my games) and sdk_tools inside Portal2
Quote from Stepper321 on April 21, 2014, 7:57 amOK, I'm trying to compile my models, but I have no idea how with Portal 2. Please help!
EDIT: Okay seems like it's working, but now I get
How does Valve even compile this? Oh my god. What do I need to do! This is so infuriating!
OK, I'm trying to compile my models, but I have no idea how with Portal 2. Please help!
EDIT: Okay seems like it's working, but now I get
How does Valve even compile this? Oh my god. What do I need to do! This is so infuriating!
Quote from FelixGriffin on April 21, 2014, 8:21 amIf you just need a corpse without many animations there's the QC and SMD for a prototype citizen in the Source SDK. Compile that one with the Portal 2 compiler and you should have a ragdollable model.
If you just need a corpse without many animations there's the QC and SMD for a prototype citizen in the Source SDK. Compile that one with the Portal 2 compiler and you should have a ragdollable model.