Dota 2
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Unpacking and decompiling of model and textures of the character from Dota 2
By Dota-Art
In this management we will download and we will install the necessary software for unpacking and decompiling of models and textures from Dota 2. We will take models of formats: .mdl.vvd.vtx; and also textures of formats: .vtf.vmt. Also we decompile them in a format: .smd and.tga for the subsequent import in 3D - the editor, here it will be Blender.
   
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Unpacking and decompiling of model and textures of the character from Dota 2
As soon as you decided on a choice of the hero for which you will do modification to you the software for unpacking is required, to decompiling of model and textures. Here their list: GCFScape (general unpacking of a content); MDL Decompiler (decompiling of models of the hero, half-scientists after unpacking); VTFEdit (decompiling of textures, half-scientific after unpacking). We swing GCFScape (http://nemesis.thewavelength.net/index.php?)
and install!
Also install if at you aren't installed yet Microsoft .NET Framework Version 3.5[www.microsoft.com] and Microsoft Visual C++ 2008 SP1 Runtime (x86)[www.microsoft.com] or (x64)[www.microsoft.com] right there on the page. And at last, don't forget about Source SDK в Вашей библиотеке в Steam. Source SDK also demands installation: )
And so, to unpack models and textures from Dota 2 you already can. Let's that everything was one after another, we will at once unpack or we will take models and textures from archive of the root folder of your game! Under the name "pack01_dir" we open the necessary archive in the started GCFScape program through the main File menu – Open, a way to archive such: C:\Program Files (x86)\Steam\SteamApps\common\dota 2 beta\dota
Here we find the hero necessary to us. The first time it will be the folder with models.
Now we allocate all contents of the bounty_hunter folder (we will sort on the example of this hero), and the right click of a mouse we open the menu where we choose Extract.
We choose a way where will be it is stored data of our hero and we keep it (is taken) in the created folder under the name "pack01" (I so I call always not to get confused) where I create two more folders "models" and "textures" for models and textures respectively.
Also we press ok! Too we make with textures. They are here!We take contents in the folder for textures (they aren't decompiled yet! )
Now the turn to decompile models and textures came that we took from game.We swing and install the program: MDL Decompiler(http://steam.gamebanana.com/tools/5083) Unpack downloaded archive and place "MDL Decompiler Fixed.exe" in the C:\Program Files (x86)\Steam\steamapps\ *** user_name ***\sourcesdk\bin\ep1\bin folder. Here place mfc71 archive contents, namely mfc71.dll library. Also start the program from here. For convenience send a label (MDL Decompiler Fixed) to a desktop. There is also a site primary source with the MDL Decompiler Fixed program. You can try here. But this version wouldn't adapted for the wide user.(http://www.chaosincarnate.net/cannonfodder/cftools.htm) What version you wouldn't use the purpose one — faultless work of the program. The interface and settings at both versions are identical. I will use the version: MDL Decompiler Fixed. We start the programm
The first line is a way to the unpacked model of the hero (pack01). The second line is a way to the folder where will be is stored decompiled these models of the hero (decompiled). Create folders as at me, and that will get confused! :) But, before we will press the Extract key it is necessary to rename all files.dx90.vtx in the pack01 catalog into files.dx80.vtx.
The model of the hero and his detail (the weapon, clothes) are in different files with the names. We will rename, decompile them separately according to folders with the names. And to import to the 3D - the editor (Blender) too we will be in an one way, but we will collect in the general scene of one file. After you finished with a rename of all files, it is possible to decompile. If at you is when pressing key "Extract" there was such window:
Start the program again, try to do too most several times. Try to start the program on behalf of the administrator (the right click of a mouse, and a choice in the console menu). During writing of this management I didn't manage to decompile by means of MDL Decompiler Fixed: (. Though earlier I found "this way" the most successful and working. In force of "the user features" Windows systems happen also surprises! But, I hurry to please you - there is one more way! Download StudioCompiler (http://www.chaosincarnate.net/cannonfodder/cftools.htm) is the more difficult program for compilation and decompiling of models and textures. And we will use only one its tab in the menu: )
Installation in this case — standard. We start the program through the label which has appeared on a desktop after installation.
Here the first same way, and the second has to be in the system folder of the user! It is obligatory!!! Otherwise won't work. And even under such circumstances at me it turned out from the 4th time! :)
But, the main thing, left! And as soon as it will turn out, don't close a program window better, and do everything too most with other files! But, happens and vice versa, - will close, then will open, and it works! :) Good luck to you! :) All three solutions of a question of decompiling of models at me work with variable success, and it suits me! :) I wish you easy success, but, I am afraid that will have to suffer a little bit: ) I am a designer, instead of the programmer, so, that don't judge too severely!:) Тепрь we will decompile textures. And for this purpose we need such program, how VTFEdit (http://nemesis.thewavelength.net/index.php? c=178)
Standard installation and we start the program on a rabchy table! Then in the main menu we choose: Tools – Convert Folder
In settings we specify a way to unpacked, us earlier, to textures and a way to the folder where already decompiled textures will be stored in the .tga format. Also we press the Convert key.
It is ready! You can check in your textures folder.
If you got error: "Error loading bounty_hunter_color.vtf.Error: File version 7.5 does not match 7.0 to 7.4.", do next:
1) Download XVI32 and execute the application. 2) Open (or drag) the VTF file you wish to hack into XVI32. 3)Find the HEX value “05″ at Adr Hex 8. 4)Select “05″ then go to “Edit” > “Overwrite String” 5) Select “Hex String” and put in “04″, click OK
To be continued: )
10 Comments
Rowia 9 Apr, 2017 @ 1:04pm 
Thanks man!
Dota-Art  [author] 9 Apr, 2017 @ 3:00am 
Now it's not possible, after appearance source 2. But I do so: I launch Dota 2 Tools and launch Custom Game Tools. Then in Asset Brouser I find creeps's texture and take a screen.:steamhappy:
Rowia 6 Apr, 2017 @ 9:41am 
is it possible to extract the textures for creeps? I need the skin for a radiant melee and mega melee creep for a cosplay I'm gunna do.
Dota-Art  [author] 25 May, 2016 @ 12:52pm 
Plaese, ask me about this on mail:
e.romanenko81@gmail.com
:steamhappy:
Tuna 25 May, 2016 @ 11:56am 
Please do, thanks!
Dota-Art  [author] 24 May, 2016 @ 7:15am 
I can give to you all archive files(a models and an animations at .smd) that was before Reborn if you need. But what we can do with _c files I don't know:) Sorry!
Tuna 24 May, 2016 @ 5:50am 
There are only _c files now. what to do?
Dota-Art  [author] 31 Jan, 2015 @ 5:06am 
Спасибо за уточнение!:) Я сейчас уже пол года как занимаюсь только курьерами для Дота 2, и мне не приходится сталкиваться вообще с декомпиляцией!:) Спасибо!
Dota-Art  [author] 26 Jul, 2014 @ 11:57am 
I'm glad! Thanks:)
𝔠𝔬𝔟𝔞𝔦𝔫. 26 Jul, 2014 @ 5:13am 
Great guide just what I needed. I'm gonna try it later. Like and Fav :>