Personality Core :eye:

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Skotty
671 Posts
Posted Aug 12, 2011
Replied 5 minutes later
Oh I got this problem too, but I figured out in which order to press what button :biggrin:
You open Studiocompiler, go to Decompiler. Exit the programm to have the decompiler as your start window.
Restart the program (start window must be decompiler now). Now switch over to Material Compile. Now switch back to Decompiler. Select your model, change the output path and Extract.

If it's still not working try to switch around. Sometime it will work for sure.

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Rubrica
305 Posts
Posted Aug 12, 2011
Replied 19 minutes later
That's... Linda... Huh. Well, however weird that is, that just opened up a whole glazier's worth of new windows for me, so thanks!
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darkempire
58 Posts
Posted Aug 12, 2011
Replied 4 minutes later
it say Command/studiomdl.exe. not Found
Please set correct HL2SDK patch using configure Button. hmm
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darkempire
58 Posts
Posted Aug 12, 2011
Replied 1 minutes later

Skotty wrote:
Oh I got this problem too, but I figured out in which order to press what button :biggrin:
You open Studiocompiler, go to Decompiler. Exit the programm to have the decompiler as your start window.
Restart the program (start window must be decompiler now). Now switch over to Material Compile. Now switch back to Decompiler. Select your model, change the output path and Extract.

If it's still not working try to switch around. Sometime it will work for sure.

woooooow Thanks lol it work realy lol taht is realy werdt

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darkempire
58 Posts
Posted Aug 12, 2011
Replied 2 hours later

Skotty wrote:
Oh I got this problem too, but I figured out in which order to press what button :biggrin:
You open Studiocompiler, go to Decompiler. Exit the programm to have the decompiler as your start window.
Restart the program (start window must be decompiler now). Now switch over to Material Compile. Now switch back to Decompiler. Select your model, change the output path and Extract.

If it's still not working try to switch around. Sometime it will work for sure.

Oke i decompiler in a folder what do i need to do next?
can you say it step's?

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WinstonSmith
940 Posts
Posted Aug 12, 2011
Replied 34 minutes later

darkempire wrote:
Oke i decompiler in a folder what do i need to do next?
can you say it step's?

I'll tell you what you can do next, you can hit the edit button instead of triple-posting.

And for the record, find the decompiled files and open the QC file with any text editor. Change the $modelname, and using the existing bit about skins as a template add your own. Then recompile the model using GUIStudioMdl and the edited QC file.

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darkempire
58 Posts
Posted Aug 12, 2011
Replied 1 hour later

WinstonSmith wrote:
darkempire wrote:

Oke i decompiler in a folder what do i need to do next?
can you say it step's?

I'll tell you what you can do next, you can hit the edit button instead of triple-posting.

And for the record, find the decompiled files and open the QC file with any text editor. Change the $modelname, and using the existing bit about skins as a template add your own. Then recompile the model using GUIStudioMdl and the edited QC file.

Oke i have that QC and also add model name.
and now?

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ndavidow
26 Posts
Posted Aug 13, 2011
Replied 12 hours later
Why not post it up here.
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darkempire
58 Posts
Posted Aug 14, 2011
Replied 1 day later
I just can not get it done :sad:
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WinstonSmith
940 Posts
Posted Aug 14, 2011
Replied 2 hours later

darkempire wrote:
Oke i have that QC and also add model name.
and now?

Did you add a skin in the QC file?

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darkempire
58 Posts
Posted Aug 16, 2011
Replied 1 day later
oke i'm here atm

$cd "C:\Users\DarkEmpire\Documents"
$modelname Core1 "npcs/personality_sphere/personality_sphere_animation.mdl"
$poseparameter aim_yaw -1.00 1.00
$poseparameter aim_pitch -1.00 1.00
$cdmaterials "models\npcs\personality_sphere.preprocess/"
$hboxset "default"
$hbox 0 "sphere_root" -1.566 -10.326 -8.933 10.357 10.403 8.769
$hbox 0 "axel_center_x" -11.446 0.000 0.000 0.000 6.129 4.362
$attachment "eyes" "inner_aperture" 6.99 0.00 0.06 rotate -0.00 0.00 0.00
$attachment "crush_spark_attach_02" "sphere_root" -4.22 6.07 14.87 rotate -0.00 -0.00 0.00
$attachment "crush_spark_attach_01" "sphere_root" 6.52 -0.97 -14.79 rotate -0.00 -0.00 0.00
$attachment "cable_attach_02" "sphere_root" -14.65 0.00 -3.00 rotate -0.00 -0.00 0.00
$attachment "forward" "sphere_root" 17.85 -0.00 0.00 rotate -0.00 -0.00 0.00
$attachment "spark_attach" "sphere_root" 6.82 -10.42 10.91 rotate -0.00 -0.00 0.00
$attachment "cable_attach_01" "sphere_root" -14.65 0.00 3.00 rotate -0.00 -0.00 0.00
$surfaceprop "default"
$keyvalues { }
$illumposition -0.082 -0.292 0.039
$sequence sphere_plug_aimmatrix_neutral_aimMat_neutralPose "sphere_plug_aimmatrix_neutral_aimMat_neutralPose" fps 30.00
$sequence sphere_aimmatrix_neutral_aimMat_neutralPose "sphere_aimmatrix_neutral_aimMat_neutralPose" fps 30.00
$sequence sphere_damaged_tube_suck_idle "sphere_damaged_tube_suck_idle" loop fps 30.00 {
{ event AE_CL_CREATE_PARTICLE_EFFECT 2 "WELD_SPARK_01_SPARKSFLY follow_attachment spark_attach" }
{ event AE_CL_PLAYSOUND 2 "SphereFoley.Spark" }
{ event AE_CL_PLAYSOUND 3 "SphereFoley.BrainDamageClankLg" }
{ event AE_CL_PLAYSOUND 1 "SphereFoley.Malfunction" }
{ event AE_CL_PLAYSOUND 14 "SphereFoley.BrainDamageClankSm"

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darkempire
58 Posts
Posted Aug 16, 2011
Replied 1 minute later
here it is
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WinstonSmith
940 Posts
Posted Aug 16, 2011
Replied 6 hours later
Again, double-posting.

Anyway, it appears as though the skin function in QC files has changed in Portal 2, or at least for the sphere model. I'm not quite sure what to do with the .preprocess\ line, it may tie into code somehow. Let me do a bit more research.

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Omnicoder
299 Posts
Posted Aug 16, 2011
Replied 1 hour later

WinstonSmith wrote:
Again, double-posting.

Anyway, it appears as though the skin function in QC files has changed in Portal 2, or at least for the sphere model. I'm not quite sure what to do with the .preprocess\ line, it may tie into code somehow. Let me do a bit more research.

Personality core skins are loaded and controlled by the npc_personality_core entity. It swaps them around manually in code from various eye files depending on core type and targetname.

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darkempire
58 Posts
Posted Aug 16, 2011
Replied 52 minutes later

Omnicoder wrote:
WinstonSmith wrote:

Again, double-posting.

Anyway, it appears as though the skin function in QC files has changed in Portal 2, or at least for the sphere model. I'm not quite sure what to do with the .preprocess\ line, it may tie into code somehow. Let me do a bit more research.

Personality core skins are loaded and controlled by the npc_personality_core entity. It swaps them around manually in code from various eye files depending on core type and targetname.

Do you have a sample?

it quite difficult if you do not know it work :sad:
i need tham for my GladosBoss from portal 1 personality

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WinstonSmith
940 Posts
Posted Aug 16, 2011
Replied 2 hours later

Omnicoder wrote:
WinstonSmith wrote:

Again, double-posting.

Anyway, it appears as though the skin function in QC files has changed in Portal 2, or at least for the sphere model. I'm not quite sure what to do with the .preprocess\ line, it may tie into code somehow. Let me do a bit more research.

Personality core skins are loaded and controlled by the npc_personality_core entity. It swaps them around manually in code from various eye files depending on core type and targetname.

Yeah, I knew you could select the skins in the entity; that explains the preprocess line. So then is it impossible to add new skins with the model used by npc_personality_core (using a completely separate model required instead), or is it possible with some FGD modification?

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Omnicoder
299 Posts
Posted Aug 17, 2011
Replied 3 hours later
I tried simply using an ID higher than the existing skins and making a copy with the new number a while back but it appeared they hard limited the id count even though the files are accessed by straight indices. As far as I know you just have to recompile a new model. Colossal did it for me for the Companion Core in Retrospective, as far as I know it's just like (re)(de)compiling any other model.
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darkempire
58 Posts
Posted Aug 17, 2011
Replied 10 hours later
I get headaches lol
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darkempire
58 Posts
Posted Aug 17, 2011
Replied 6 hours later

Font something intesting

http://developer.valvesoftware.com/wiki ... ng_a_model

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darkempire
58 Posts
Posted Aug 17, 2011
Replied 2 hours later
grrr
i was trying to compiler Model but it wont work pff