SCP: Containment Breach Multiplayer

SCP: Containment Breach Multiplayer

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Model Replacements For Half-Life 2/Garry's Mod Addon Nerds
By GhostSynth
I wrote the title a bit aggressively, but yes this is how I mod in 2025. App versions may vary. A guide for Blender users to import/export mesh SMDs into the game as B3D model replacements, with animations and textures.
   
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Getting Apps Started
You'll need Blender[www.blender.org] and Blender Source Tools. I currently have the Steam version of Blender, so I expect updates to break the plug-ins sometimes, however you can always install older versions of Blender through their website.[www.blender.org]

https://steamhost.cn/app/365670/Blender/

You'll also need fragMOTION[www.fragmosoft.com] for B3D, SMDs, the app also has support for other games like Doom 3 from what I've heard. If you're exporting an FPSCreator model, that being the D-Class, clerk, or zombies, you'll need an older version of fragMOTION.[gamebanana.com]

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3491970800

If you do not use an older version to export the zombie skeletons, this will potentially happen.
Getting The Game's NPC Mesh
Find a character's B3D file at
C:\Program Files (x86)\Steam\steamapps\common\SCP Containment Breach Multiplayer\GFX\npcs
then import it into fragMOTION.
Note that the file icon preview may be different from the screenshots.
You'll then have to export it as an SMD file to put into Blender later, this'll correct the skeleton.
I put it into a new folder located in my Downloads folder for this tutorial.
Exporting the animations is optional, but if you want to adjust them and their poses, you can export them as a separate SMD file, but select "Animation" instead of Mesh.
The SMD Export window will pop-up after selecting the folder location.
Importing Into Blender
Open your Blender software, and if you have Blender Source Tools installed, you can import the SMD's mesh and skeleton for use.
I've decided to use this creepy teeth monster I made a bit ago for an example.
If your new mesh was parented to a different skeleton previously, you can head to the right and click the green icon for Vertex Groups, then delete unlocked groups before the next step.
Select the new mesh first, then select the skeleton whilst holding "Shift" on the keyboard.
Parent the mesh to the bone using Automatic Weights.
You can adjust the Weights using the Weight Paint later if stretching occurs.
Currently his arms and legs are off-center, so I went into Pose Mode and moved the limbs.
Apply the pose by selecting the bones with "A" and then pressing "I" on the keyboard.
I then went into "Modifiers" on the right and clicked "Apply" in the drop down.
This unparents the mesh from the skeleton, but it applies the pose to the limbs.
I then used "Clear Transform" to set the pose back to default.
Then I parent the mesh to the bones again, like previously.
Delete the old SCP-106 mesh, but keep the skeleton.
On the right, go to "Scene Export" then select a folder in which you want to export the SMD.
Don't forget to switch it from "DMX" to "SMD" and have the new mesh selected.
Importing To FragMotion
Import the SMD file, the same way to import a B3D file into fragMOTION.
Then "Merge Animation" with the older B3D file from the game.
Do not use the "Import" button here as it will replace the entire scene.
Again, here's the folder location for the game's B3D models.
C:\Program Files (x86)\Steam\steamapps\common\SCP Containment Breach Multiplayer\GFX\npcs
Then export as B3D file into a Workshop folder.
C:\Program Files (x86)\Steam\steamapps\common\SCP Containment Breach Multiplayer\workshop\youraddons\NewModFolderExample
Do not put this anywhere else before the "YourAddons" folder, as the Workshop folder will just outright delete it on the game launching.
Before you export your B3D file, don't forget your texture directory in the material as well, unless you want it as a blank base material with one color.
"GSC" Text File Set-Up
Create a new text file and set it as "test.gs" or any name, it must be GS file so you can compile it later. Here's my example here which'll replace the model and texture image.
#playerscript RedirectFile("GFX\npcs\106_2.b3d", getscriptpath()+"\GFX_Folder\106_2.b3d") RedirectFile("GFX\npcs\106_diffuse.jpg", getscriptpath()+"\GFX_Folder\ur_texture.jpg")
When they're replaced, the game moves the older files into the "BackUps" folder for use later.
C:\Program Files (x86)\Steam\steamapps\common\SCP Containment Breach Multiplayer\workshop\backups\GFX\npcs
Drop the GS file into the "ScriptsCompiler" folder here.
C:\Program Files (x86)\Steam\steamapps\common\SCP Containment Breach Multiplayer\SteamWorkshopUploader\ScriptsCompiler
Then open the GS file in Notepad and type below.
#playerscript RedirectFile("GFX\npcs\106_2.b3d", getscriptpath()+"\GFX_Folder\106_2.b3d") RedirectFile("GFX\npcs\106_diffuse.jpg", getscriptpath()+"\GFX_Folder\ur_texture.jpg")
I put the JPG here, as I put my new texture JPG into the same folder as the model itself.
You can also refer to the GS/GSC file guide below in the guide sources section.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2668197570
Open the "Compiler.exe" file and type the command "Compile test.gs" then hit "Enter."
This'll compile the GS file into a GSC, once this is done type "Exit" or close window.
Drop your GSC file into "YourAddons" folder for testing in-game.
C:\Program Files (x86)\Steam\steamapps\common\SCP Containment Breach Multiplayer\workshop\youraddons
In-Game Testing
Now that the GSC file and everything is in the "YourAddons" folder, start the game.
I used the console command "Spawn 106" below as the monster starts chasing me.
Once you confirm everything works as intended, drop your mod into "WorkshopContent" folder.
C:\Program Files (x86)\Steam\steamapps\common\SCP Containment Breach Multiplayer\SteamWorkshopUploader\WorkshopContent
There should be some example folders in there as well, such as "DClown" or "Test" to help.
Then use "SteamWorkshopUploader.exe" to upload/update a Workshop mod.
Don't forget a unique image thumbnail to stick out better! Use a 512 x 512-sized JPG.
You can also add tags for models, pictures, and textures.
Reminder that if you use other people's works, please do credit them in your description.
This includes custom animations, models, textures.
3 Comments
Ryor 6 Jun @ 2:16am 
so i guess this only happens with 173, huh?
anyways i was trying to resize the model in blender, but no matter how tiny it made it, it was always same size - twice as bigger than it should. in the end, i tried resizing it in fragmotion, and it worked. sometimes it gave questionable results, like sometimes making the model smaller would make it even bigger, and sometimes not. really weird shit, but i'm glad i got it working somehow.

anyways, really nice guide, i have no idea about source modding but i'm a goldsrc nerd, and used the goldsrc formats throughout the entire process, and it all still worked. i've not really tried adding new bones and remaking animations, but i still got the basics and can try it anytime.

you're doing gods work for making documentation for a not super popular game like this, cause this stuff it really scarce :steamthumbsup:
GhostSynth  [author] 5 Jun @ 5:16pm 
I have no idea why this happens. I've unlisted old SCP-173 addons before because of this same problem. A quick fix would be to edit "NPCs.ini" in the Data folder and increase his size.

[SCP-173]
speed = 38.0
scale = 0.17
Ryor 5 Jun @ 1:25pm 
for some reason, when i import the model into the game (173 replacement), it appears about twice as bigger than it should. Resizing the model in blender results in nothing, resizing it in fragmotion brings very weird results