Editing .MDL files?

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Flo2912
80 Posts
Posted Sep 22, 2013
Hey, Guys.

I want to edit the Underground-Paintdropper to change the Color of the Gel on it, to use it as custom model under a new Name for my actual map-project that uses a new Geltype with a new color. So I used GCFScape to get the .mdl File. But I can't find any programm to edit this.
The only one I've found is called Jeds Half-Life Model viewer (or somtehing like that) that is Chrashing when I try to load the mdl :/

So, anyone know wich else programm I could use?
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User
630 Posts
Posted Sep 22, 2013
Replied 15 minutes later
You want to make a new Skin?
The skins are under Materials->Props_underground->underground_paintdropper.vtf

So, you need to copy the paintdropper model files (you did), and rename (did also).
Then you must decompile the .mdl of your own copy, where you can change the skin (Skotty's decompile Tutorial)

[spoiler]I think..[/spoiler]
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josepezdj
2,386 Posts
Posted Sep 22, 2013
Replied 31 minutes later
TheTobbell wrote: The skins are under Materials->**models->**Props_underground->underground_paintdropper.vtf

Corrected that for you @Flo2912: the best way to go is to hex the model, not to decompile/recompile it. Check out this other thread, it should be useful for you.And I'd suggest you to edit the file underground_paintdropper_nopaint.vtf because.... well... it has no paint . so you don't need to remove it before putting your new colour paint.





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User
630 Posts
Posted Sep 22, 2013
Replied 37 minutes later
josepezdj wrote: Corrected that for you

Ouh, Thanks



josepezdj wrote:

And I'd suggest you to edit the file *underground_paintdropper_nopaint.vtf* because.... well... it has no paint >.< so you don't need to remove it before putting your new colour paint.

Hmm.. but for example, when he edits the skin with paint, he just needs to change the RGB of the paint, when he knows how to do that (Unless he want to make a new paint splash form)



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FelixGriffin
2,680 Posts
Posted Sep 22, 2013
Replied 1 hour later
josepezdj wrote: TheTobbell wrote: The skins are under Materials->**models->**Props_underground->underground_paintdropper.vtfCorrected that for you

@Flo2912: the best way to go is to hex the model, not to decompile/recompile it. Check out this other thread, it should be useful for you.

And I'd suggest you to edit the file *underground_paintdropper_nopaint.vtf* because.... well... it has no paint >.< so you don't need to remove it before putting your new colour paint.

But then what will you use for water droppers?


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Skotty
671 Posts
Posted Sep 22, 2013
Replied 1 hour later
Just follow the tutorial josepezdj already posted. It's eggsactly what you need and there is no need in this case to recompile the model.
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Gemarakup
1,183 Posts
Posted Sep 23, 2013
Replied 9 hours later
FelixGriffin wrote: josepezdj wrote: TheTobbell wrote: The skins are under Materials->**models->**Props_underground->underground_paintdropper.vtfCorrected that for you

@Flo2912: the best way to go is to hex the model, not to decompile/recompile it. Check out this other thread, it should be useful for you.

And I'd suggest you to edit the file *underground_paintdropper_nopaint.vtf* because.... well... it has no paint >.< so you don't need to remove it before putting your new colour paint.
But then what will you use for water droppers?

You can make a copy of the model, like everyone does when they reskin models.


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josepezdj
2,386 Posts
Posted Sep 23, 2013
Replied 40 minutes later
FelixGriffin wrote: But then what will you use for water droppers?

You can give whatever name to the edited texture and still keep the nopaint one for the clean water dropper :p
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TheTobbell wrote:

Hmm.. but for example, when he edits the skin with paint, he just needs to change the RGB of the paint, when he knows how to do that (Unless he want to make a new paint "splash" form)

Well, yeah... that will only depend on how each one wants to edit the texture or his ability with an image editor; I guess you could also use the white paint texture, select all the white splashes and edit its RGB curves... up to the OP's wish.

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Flo2912
80 Posts
Posted Sep 23, 2013
Replied 11 hours later
i've done the postet Tutorial, but I did something wrong

The model is shwown up as available File in the List, but its completly empty without any testure
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Skotty
671 Posts
Posted Sep 23, 2013
Replied 5 hours later
And what do you want us to do now? We don't know what you did wrong. We don't see what files you have. We don't see what you changed.
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Flo2912
80 Posts
Posted Sep 24, 2013
Replied 2 hours later
Oh, wait, I've forgotten to post the files, sry :/
I'l edit them Later in this post, when I'm back at home^^
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josepezdj
2,386 Posts
Posted Sep 24, 2013
Replied 1 hour later
Flo2912 wrote: The model is shwown up as available File in the List, but its completly empty without any testure

If you properly edited the bottom part of the model file already, the remaining reason why your textures could be not showing is that you didn't edit their VMT files: you need to place them into the correct folder (the one you hexed the model to make it point to) and then change the parameter $basetexture with the new folder too.

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Flo2912
80 Posts
Posted Sep 24, 2013
Replied 9 hours later
OK, here are the Files^^

I'm sure it is something very obvious and I will feel stupid after you helped me, but I don't get it right now
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Gemarakup
1,183 Posts
Posted Sep 24, 2013
Replied 17 minutes later
I didn't check your files yet, but did you edit the VMT's like Josepezdj said? They direct the model to the right vtf when the model uses that VMT. If you don't Change it, it could cause problems like redirecting the model to the original vtf.
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Flo2912
80 Posts
Posted Sep 24, 2013
Replied 18 minutes later
I think so, if I understand right how to do that. It isn't even rejected to the original.vtf it simply shows nothing^^
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josepezdj
2,386 Posts
Posted Sep 25, 2013
Replied 12 hours later
Flo2912 wrote: OK, here are the Files^^

I'm sure it is something very obvious and I will feel stupid after you helped me, but I don't get it right now

Flo, these are your mistakes:1. You changed the model name adding _Flo, but if you look into the model file with the hex editor, you kept the original name underground_paintdropper.MDL and only changed the folder where it was... This makes that the model can't find itself 2. It isn't a good idea to change the names of the rest of the model files either, I mean the .vvd, .phy, .vtx.... Take into account that even that hexed model will search for the original name ones into the new custom folder (you can't know this because it's coded and you can't read it, but it is this way).3. You edited the bottom part of the model file changing the name of one of the textures:- from underground_paintdropper_blue- to underground_paintdropper_LilaBUT inside your material file underground_paintdropper_Lila.VMT this is what you have:



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Code: Select all VertexLitGeneric
{
$basetexture "models/pFlos_underground/underground_paintdropper_blue"
$bumpmap "models/pFlos_underground/underground_paintdropper_normal"
$normalmapalphaenvmapmask 1
$phong 1
$phongexponent 5
$envmaptint "[.3 .3 .3 ]"
$phongboost 2
$phongfresnelranges "[5 1 2]"

$envmap env_cubemap
}

. you are making it look for underground_paintdropper_blue inside your custom folder materials/models/pFlos_underground/... and there isn't any file called like that in there, see? you need to change it for


><""

Code: Select all VertexLitGeneric
{
$basetexture "models/pFlos_underground/underground_paintdropper_Lila"
$bumpmap "models/pFlos_underground/underground_paintdropper_normal"
$normalmapalphaenvmapmask 1
$phong 1
$phongexponent 5
$envmaptint "[.3 .3 .3 ]"
$phongboost 2
$phongfresnelranges "[5 1 2]"

$envmap env_cubemap
}

  1. And finally, I'd suggest you to incude ALL of the textures that the model reads... maybe you can't see the model textured in hammer because its skin is for example set to the very first one, the skin 0, and that could be underground_paintdropper.VMT, not underground_paintdropper_blue.VMT, understand?



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Flo2912
80 Posts
Posted Sep 25, 2013
Replied 9 hours later
Thank you, now it finaly worked
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swedmarton
1 Posts
Posted Apr 08, 2022 , Edited Apr 08, 2022
Replied 8 years later
You can open an MDL file in MathWorks Simulink. If you do not have MathWorks Simulink, you can open an MDL file using any text editor, including: Notepad++ (Windows) TextEdit (Mac)
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waltosmuler
1 Posts
Posted Sep 13, 2023
Replied 1 year later
Open the mdl file in Skin Editor, and change the Path to model files to the location of the files relative to models/ . Re-save the model, and Skin Editor will automatically update the name. The model should now appear and work properly in the engine. Similarly, you can edit https://file-types.com/docs/ppt files here as well.
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