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Serge 7 Aug, 2015 @ 5:08am
[FIXED][BUG] Decompiling specific weapons not successful
So, as of a while ago I started experiencing "bugs" with the decompiler. So far the bug seems to exist for specific weapons after decompiling them (L4D2 default weapons).

After decompiling the sniper rifles (hunting and military rifles), their reference mesh in 3DS Max seems to be a bit screwed up. I imported the idle animation and swapped the default model with another one and exported as a reference mesh. After compiling, there were some weird camera rotations and hands were all over my screen (couldn't even see the weapon normally, much less the map I was playing).

Image of the reference mesh: http://i.imgur.com/AWVaB5I.jpg

The reason I believe this is because of the decompiler is that I tried decompiling the hunting rifle and then compiling it again (with the files I got from the decompile) without modifying anything, I got the same problem.
Last edited by ZeqMacaw; 2 Feb, 2018 @ 6:33pm
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ZeqMacaw 7 Aug, 2015 @ 1:24pm 
Decompiling of animations and their QC commands are unfinished features because no one knows how to decompile all of them correctly.

For L4D2 weapons, there should be known workarounds, which might include using files from the L4D2 Starter Kits.
Serge 8 Aug, 2015 @ 8:48am 
Originally posted by ZeqMacaw:
Decompiling of animations and their QC commands are unfinished features because no one knows how to decompile all of them correctly.

For L4D2 weapons, there should be known workarounds, which might include using files from the L4D2 Starter Kits.
Sadly, the starter kits feature no reference file and this way it seems to be impossible to make a mod on custom animations.
мяFunreal 8 Aug, 2015 @ 2:12pm 
It would provide some help if you would post a picture of what it looks like ingame.
If i understand this correctly, your screen is turning (probably 90° clockwise) and your hands are all over the place.

This happened to me too, when i was a beginner. Using the $includemodel line and $definebones in the qc file fixed that problem for me.
ZeqMacaw 8 Aug, 2015 @ 2:41pm 
After further research, it looks like the only workaround right now is to use the $includemodel trick that Funreal mentioned.

The trick is probably used by all modders who have replaced L4D2 viewmodels. The trick is explained in an old tutorial by arby26[l4d2.gamebanana.com] and is copied here for convenience:
If you want to make a custom weapon that re-uses the original weapon's animations, you can do that too. To do this, you make a copy of the original weapons mdl file, just the mdl file. Change its name by one character, the file name AND the name inside the mdl (with notepad++ or a similar text editor). I'm not sure if the single character thing is required though as I've seen other mods break this rule, as well as not renaming its name within the file, you're welcome to explore this. When you have this, delete all sequences and animations from the qc and use $includemodel "[that mdl file's path in your vpk]".
ZeqMacaw 31 Jan, 2018 @ 3:02pm 
This is fixed for next release.
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Date Posted: 7 Aug, 2015 @ 5:08am
Posts: 5