Portal 2 Model Editor and Other Questions
Also, I might need a little help getting it to act the way Wheatley does when you hold him in the single player campaign. As this is for a CO-OP map, and I know in the single player he appears only in the view of the player (WHICH I DON'T KNOW HOW TO DO EITHER) and doesn't appear in third person, I would need for the turret head to be either facing the player at all times on pickup or make 2 copies, one visible to the client and one to the server. If I make a physics object however, that doesn't really give all the perks and benefits of holding something like a personality core. If anyone has any little bit of information on how to do any of this, please respond, especially to the model editor part.
For future reference, I'm going to have a lot of questions, because I only started on hammer about a couple months ago, and I have big plans, that will utilize gameplay mechanics I haven't seen before, so if there is anyone who is well acquainted with the inner machinations of hammer, please PLEASE send a request on steam to me, Ace Ryder. If my plans hopefully come to fruition, and I find myself in over my head, I might post a formal request for major assistance, but for the time being I hope to have control over the direction of the project. (But if you're interested in helping out please contact me!)
Cheers!
What you're talking about is model-decompiling. It doesn't work very well on Portal 2 models, so you might try the Portal 1 turret first.
Once you've decompiled it into an SMD and QC file, you should be able to import the SMD into Blender and then export to the modelling program of your choice. When you're done editing, put it back into Blender and save as an SMD.
Then you need to edit the QC for your model. Change the final model path and texture path (near the top), then add a texturegroup to give it two skins (if you used the Portal 2 turret, it will already have this part).
Then compile this model with Portal 2's studiomdl.exe and it should be good.
This is pretty complex, if you can do the actual model editing I can write a QC and compile it for you. 
Ace Ryder wrote:
Sorry if this has already been posted, but I'd like to know if there is a way to edit props and models from Portal 2
Hey there! Well, I've decompiled several models and recompile them again successfully.
I basically learnt about decompiling from this awesome tuto by Skotty. You have the basic about QC files and models compilation on the wiki.
I also wrote a tutorial about Propper and there you'll find how to install and setup the useful tool GUIStudiomodel for re-compiling models for Portal2.
BUT.... if you are going to play to be Doctor Frankenstain
you'll need to learn modelling. Which needs a LOT of time 
Good luck! ![]()
FelixGriffin wrote:
Hello, and welcome to the site!What you're talking about is model-decompiling. It doesn't work very well on Portal 2 models, so you might try the Portal 1 turret first.
Once you've decompiled it into an SMD and QC file, you should be able to import the SMD into Blender and then export to the modelling program of your choice. When you're done editing, put it back into Blender and save as an SMD.
Then you need to edit the QC for your model. Change the final model path and texture path (near the top), then add a texturegroup to give it two skins (if you used the Portal 2 turret, it will already have this part).
Then compile this model with Portal 2's studiomdl.exe and it should be good.
This is pretty complex, if you can do the actual model editing I can write a QC and compile it for you.
THANKS FELIX! I will definitely search for Blender and such, try to make the model, and get back to you. I'd love to have someone who understands this help me.
josepezdj wrote:
Ace Ryder wrote:Sorry if this has already been posted, but I'd like to know if there is a way to edit props and models from Portal 2
Hey there! Well, I've decompiled several models and recompile them again successfully.
I basically learnt about decompiling from this awesome tuto by Skotty. You have the basic about QC files and models compilation on the wiki.
I also wrote a tutorial about Propper and there you'll find how to install and setup the useful tool GUIStudiomodel for re-compiling models for Portal2.
BUT.... if you are going to play to be Doctor Frankenstain
you'll need to learn modelling. Which needs a LOT of time
Good luck!
Thanks! These tutorials will be very helpful. Hopefully I can figure it out in time. I've dabbled in modeling with Maya before, so maybe some of that knowledge can help playing Dr. F. 
And this is to everyone: If anyone is willing to help me with this specific model I'd be most gracious! 
Skotty wrote:
Depending on what kind of help you need, I'll help.
Thanks! First I have to dabble in Blender, which involves me following your tutorial 