Personality Core :eye:

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.
Please set correct HL2SDK patch using configure Button. hmm
Skotty wrote:
Oh I got this problem too, but I figured out in which order to press what button
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
Skotty wrote:
Oh I got this problem too, but I figured out in which order to press what button
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?
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.
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?
darkempire wrote:
Oke i have that QC and also add model name.
and now?
Did you add a skin in the QC file?
$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"
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.
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.
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
i need tham for my GladosBoss from portal 1 personality
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?
Font something intesting
i was trying to compiler Model but it wont work pff