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CSGO modelcompiling

Posted: Sat 23. Mar 2013, 13:57
by Andi67
So here we go with a simple compiling TUT for CSGO-Models.

First Step:
create all Folders for your custommodel in the csgo-directory and drop all your files there.
Example: Steam/steamapps/common/Counter-Strike Global Offensive/csgo/materials/models/player/custom/ (for your materialfiles)
Steam/steamapps/common/Counter-Strike Global Offensive/csgo/models/player/custom/ (for your modelfiles)


Second Step:
Open the folder where your modelcompiler.qc is located , than also open the following folder: Steam/steamapps/common/Counter-Strike Global Offensive/bin/
now simply drop the modelcompiler.qc on the studiomdl.exe and your model will be compiled for CSGO , that´s it.

Re: CSGO modelcompiling

Posted: Sun 14. Jul 2013, 19:20
by Avo
Hi there. As it's related to this topic, I post it here, hoping it's ok.

Like I said on sourcemod, I have a problem with skins I'm making. I tried to create my own CSGO models for our server, based on official ones. Every player with this model spawns on the same location. An idea of the fix ?

Here is how I make them :
Decompilation (with Studio Compiler) => give me mdldecompiler.qc and some smd
Modification (with 3dsMax and Photoshop (and VTFEdit))
Recompilation (with mdldecompiler.qc on studiomdl.exe)
Copy/rename of the original .phy

Re: CSGO modelcompiling

Posted: Mon 15. Jul 2013, 04:18
by Andi67
Must come from a plugin , spawnpoints have nothing to do with models.... so check if you have something installed that has to do with spawnpoints.

Re: CSGO modelcompiling

Posted: Sun 21. Jul 2013, 11:47
by Avo
No plugin installed have anything to do with our spawnpoints, and the problem is only there with my own custom models. With yours for example, no problem at all.
So I think I do something different from what I should do, but I don't know what.

Re: CSGO modelcompiling

Posted: Sun 21. Jul 2013, 12:06
by Andi67
Well I could take a look on your qc-file maybe I find something in it.....

Re: CSGO modelcompiling

Posted: Fri 26. Jul 2013, 16:06
by Avo
Thanks a lot.

It's the mdldecompiler.qc retrieved from ctm_st6.mdl decompilation. I just changed filenames and directories in it.

Code: Select all

$cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\models\player\vec_csgo\vec_admin_ct01"
$modelname "player/vec_csgo/vec_admin_ct01/ctm_ct01.mdl"
$model "ctm_base" "parts/ctm_ct01_ref.smd"

$poseparameter move_yaw -180.00 180.00
$poseparameter body_pitch -90.00 90.00
$poseparameter body_yaw -90.00 90.00
$cdmaterials "models\player\vec_csgo\vec_admin_ct01\"
$cdmaterials "models\player\shared\"
$hboxset "cstrike"
$hbox 3 "ValveBiped.Bip01_Pelvis" -6.420  -4.280  -6.955  4.280  4.280  6.955
$hbox 6 "ValveBiped.Bip01_L_Thigh" 5.029  -3.959  -2.140  22.149  3.424  4.280
$hbox 6 "ValveBiped.Bip01_L_Calf" 2.675  -3.210  -2.247  19.260  2.675  2.247
$hbox 6 "ValveBiped.Bip01_L_Foot" 2.943  -2.675  -2.408  6.688  9.095  2.408
$hbox 7 "ValveBiped.Bip01_R_Thigh" 5.029  -3.959  -4.280  22.149  3.424  2.140
$hbox 7 "ValveBiped.Bip01_R_Calf" 2.675  -3.210  -2.247  19.260  2.675  2.247
$hbox 7 "ValveBiped.Bip01_R_Foot" 2.943  -2.675  -2.408  6.688  9.095  2.408
$hbox 3 "ValveBiped.Bip01_Spine1" -4.280  -4.280  -5.885  3.210  5.350  5.885
$hbox 2 "ValveBiped.Bip01_Spine2" -4.280  -4.280  -5.885  3.210  5.350  5.885
$hbox 2 "ValveBiped.Bip01_Spine3" -4.280  -4.280  -5.885  6.420  5.350  5.885
$hbox 1 "ValveBiped.Bip01_Neck" -1.070  -2.622  -2.151  3.103  2.622  2.151
$hbox 1 "ValveBiped.Bip01_Head" -2.140  -3.745  -3.670  6.955  3.745  3.670
$hbox 4 "ValveBiped.Bip01_L_UpperArm" -2.675  -3.210  -2.140  12.840  3.210  2.140
$hbox 4 "ValveBiped.Bip01_L_Forearm" -0.000  -2.140  -2.140  9.630  2.140  2.140
$hbox 4 "ValveBiped.Bip01_L_Hand" -1.723  -1.220  -1.380  4.473  1.220  1.380
$hbox 5 "ValveBiped.Bip01_R_UpperArm" -2.675  -3.210  -2.140  12.840  3.210  2.140
$hbox 5 "ValveBiped.Bip01_R_Forearm" -0.000  -2.140  -2.140  9.630  2.140  2.140
$hbox 5 "ValveBiped.Bip01_R_Hand" -1.723  -1.220  -1.380  4.473  1.220  1.380
$attachment "forward" "ValveBiped.forward" 0.00 0.00 0.00 rotate -0.00 0.00 0.00
$attachment "grenade0" "ValveBiped.Bip01_Pelvis" 1.51 -2.71 10.30 rotate 56.70 89.38 83.96
$attachment "grenade1" "ValveBiped.Bip01_Pelvis" 1.78 -4.88 8.44 rotate 62.97 95.66 87.46
$attachment "grenade2" "ValveBiped.Bip01_Pelvis" 1.33 0.34 -9.35 rotate -75.89 87.91 95.17
$attachment "grenade3" "ValveBiped.Bip01_Pelvis" 0.63 3.41 9.94 rotate 66.17 -98.20 -100.52
$attachment "grenade4" "ValveBiped.Bip01_Pelvis" 1.33 -2.06 -9.66 rotate -62.12 106.22 74.68
$attachment "pistol" "ValveBiped.Bip01_R_Thigh" 3.10 -2.88 5.76 rotate -2.40 -0.19 -94.90
$attachment "primary" "ValveBiped.Bip01_Spine2" 5.25 9.81 -4.70 rotate -31.29 167.27 7.92
$attachment "primary_rifle" "ValveBiped.Bip01_Spine2" 5.96 -7.25 -2.44 rotate 2.25 173.74 163.47
$attachment "primary_sniper" "ValveBiped.Bip01_Spine2" 5.96 -7.25 -2.44 rotate 2.25 173.74 163.47
$attachment "primary_smg" "ValveBiped.Bip01_Spine2" 5.25 9.81 -4.70 rotate -31.29 167.27 7.92
$attachment "primary_shotgun" "ValveBiped.Bip01_Spine2" 5.96 -7.25 -2.44 rotate 2.25 173.74 163.47
$attachment "primary_mg" "ValveBiped.Bip01_Spine2" 5.96 -7.25 -2.44 rotate 2.25 173.74 163.47
$attachment "eholster" "ValveBiped.Bip01_L_Thigh" 9.07 1.23 -4.94 rotate 1.38 89.34 -85.78
$attachment "defusekit" "ValveBiped.Bip01_Pelvis" 1.06 -6.66 0.00 rotate 0.27 88.06 90.64
$attachment "lfoot" "ValveBiped.Bip01_L_Foot" -0.00 5.35 0.00 rotate 0.00 -0.00 0.00
$attachment "rfoot" "ValveBiped.Bip01_R_Foot" 0.00 5.35 0.00 rotate -0.00 -0.00 0.00
$attachment "muzzle_flash" "ValveBiped.Bip01_L_Hand" 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment "weapon_bone" "ValveBiped.weapon_bone" 0.00 0.00 0.00 rotate -0.00 0.00 0.00
$includemodel "player/ct_animations.mdl"
$surfaceprop "flesh"
$eyeposition -0.000 0.000 73.000
$illumposition 11.494 4.370 37.335
$sequence testIdle "testIdle" fps 30.00
$sequence testWalkN "testWalkN" fps 30.00
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$ikchain rhand ValveBiped.Bip01_R_Hand knee  0.753 0.658 -0.000
$ikchain lhand ValveBiped.Bip01_L_Hand knee  0.695 0.719 -0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee  0.707 0.707 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee  0.707 0.707 0.000

Re: CSGO modelcompiling

Posted: Sat 27. Jul 2013, 11:56
by Andi67
Hmm...strange.... ok I will show you how I did make it for this I use a decompiled "ctm_fbi.qc".

Code: Select all

$modelname "player/juliet/juliet.mdl"
$model "body" "juliet.smd"
$poseparameter move_yaw -180.00 180.00 360.00
$poseparameter body_pitch -90.00 90.00 360.00
$poseparameter body_yaw -90.00 90.00 360.00
$cdmaterials "models\player\juliet\"
$hboxset "cstrike"
$hbox 3 "ValveBiped.Bip01_Pelvis" -6.420  -4.280  -6.955  4.280  4.280  6.955
$hbox 6 "ValveBiped.Bip01_L_Thigh" 5.029  -3.959  -2.140  22.149  3.424  4.280
$hbox 6 "ValveBiped.Bip01_L_Calf" 2.675  -3.210  -2.247  19.260  2.675  2.247
$hbox 6 "ValveBiped.Bip01_L_Foot" 2.943  -2.675  -2.408  6.688  9.095  2.408
$hbox 7 "ValveBiped.Bip01_R_Thigh" 5.029  -3.959  -4.280  22.149  3.424  2.140
$hbox 7 "ValveBiped.Bip01_R_Calf" 2.675  -3.210  -2.247  19.260  2.675  2.247
$hbox 7 "ValveBiped.Bip01_R_Foot" 2.943  -2.675  -2.408  6.688  9.095  2.408
$hbox 3 "ValveBiped.Bip01_Spine1" -4.280  -4.280  -5.885  3.210  5.350  5.885
$hbox 2 "ValveBiped.Bip01_Spine2" -4.280  -4.280  -5.885  3.210  5.350  5.885
$hbox 2 "ValveBiped.Bip01_Spine3" -4.280  -4.280  -5.885  6.420  5.350  5.885
$hbox 1 "ValveBiped.Bip01_Neck" -1.070  -2.622  -2.151  3.103  2.622  2.151
$hbox 1 "ValveBiped.Bip01_Head" -2.140  -3.745  -3.670  6.955  3.745  3.670
$hbox 4 "ValveBiped.Bip01_L_UpperArm" -2.675  -3.210  -2.140  12.840  3.210  2.140
$hbox 4 "ValveBiped.Bip01_L_Forearm" -0.000  -2.140  -2.140  9.630  2.140  2.140
$hbox 4 "ValveBiped.Bip01_L_Hand" -1.723  -1.220  -1.380  4.473  1.220  1.380
$hbox 5 "ValveBiped.Bip01_R_UpperArm" -2.675  -3.210  -2.140  12.840  3.210  2.140
$hbox 5 "ValveBiped.Bip01_R_Forearm" -0.000  -2.140  -2.140  9.630  2.140  2.140
$hbox 5 "ValveBiped.Bip01_R_Hand" -1.723  -1.220  -1.380  4.473  1.220  1.380
// Model uses material "cloth.vmt"
// Model uses material "hair.vmt"
// Model uses material "skin.vmt"
$attachment "forward" "ValveBiped.forward" 0.00 0.00 0.00 rotate -0.00 0.00 0.00
$attachment "grenade0" "ValveBiped.Bip01_Pelvis" 1.51 -2.40 9.00 rotate 83.01 89.38 83.96
$attachment "grenade1" "ValveBiped.Bip01_Pelvis" 1.78 -4.63 8.06 rotate 62.97 93.28 87.46
$attachment "grenade2" "ValveBiped.Bip01_Pelvis" 1.31 0.76 -9.54 rotate -84.58 -137.38 -39.32
$attachment "grenade3" "ValveBiped.Bip01_Pelvis" 0.63 3.41 8.63 rotate 66.17 -98.20 -100.52
$attachment "grenade4" "ValveBiped.Bip01_Pelvis" 1.30 -2.67 -9.10 rotate -62.12 106.22 74.68
$attachment "pistol" "ValveBiped.Bip01_R_Thigh" 2.18 -2.60 5.81 rotate 1.28 -0.21 -92.81
$attachment "primary" "ValveBiped.Bip01_Spine2" 4.18 9.68 -4.62 rotate -30.88 173.84 4.38
$attachment "primary_rifle" "ValveBiped.Bip01_Spine2" 5.96 -7.77 -2.43 rotate 0.79 -179.38 165.48
$attachment "primary_sniper" "ValveBiped.Bip01_Spine2" 5.96 -7.77 -2.43 rotate 0.79 -179.38 165.48
$attachment "primary_smg" "ValveBiped.Bip01_Spine2" 4.18 9.68 -4.62 rotate -30.88 173.84 4.38
$attachment "primary_shotgun" "ValveBiped.Bip01_Spine2" 5.96 -7.77 -2.43 rotate 0.79 -179.38 165.48
$attachment "primary_mg" "ValveBiped.Bip01_Spine2" 5.96 -7.77 -2.43 rotate 0.79 -179.38 165.48
$attachment "eholster" "ValveBiped.Bip01_L_Thigh" 7.90 1.18 -5.19 rotate 1.23 89.28 -88.44
$attachment "defusekit" "ValveBiped.Bip01_Pelvis" 1.06 -6.66 0.00 rotate 0.27 88.06 90.64
$attachment "lfoot" "ValveBiped.Bip01_L_Foot" -0.00 5.35 0.00 rotate 0.00 -0.00 0.00
$attachment "rfoot" "ValveBiped.Bip01_R_Foot" 0.00 5.35 0.00 rotate -0.00 -0.00 0.00
$attachment "muzzle_flash" "ValveBiped.Bip01_L_Hand" 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment "weapon_bone" "ValveBiped.weapon_bone" 0.00 0.00 0.00 rotate -0.00 0.00 0.00
$includemodel "player/ct_animations.mdl"
$surfaceprop "flesh"
$eyeposition -0.000 0.000 73.000
$illumposition 11.494 4.370 37.113
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$ikchain rhand ValveBiped.Bip01_R_Hand knee  0.753 0.658 -0.000
$ikchain lhand ValveBiped.Bip01_L_Hand knee  0.695 0.719 -0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee  0.707 0.707 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee  0.707 0.707 0.000
$collisionjoints "phymodel.smd" {

   $mass 250.0
   $inertia 10.00
   $damping 0.01
   $rotdamping 4.00
   $rootbone "valvebiped.bip01_pelvis"
   $jointrotdamping "valvebiped.bip01_pelvis" 10.00

   $jointmassbias "valvebiped.bip01_r_thigh" 0.80
   $jointconstrain "valvebiped.bip01_r_thigh" x limit -12.00 12.00 0.00
   $jointconstrain "valvebiped.bip01_r_thigh" y limit -28.00 8.00 0.00
   $jointconstrain "valvebiped.bip01_r_thigh" z limit -24.00 60.00 0.00

   $jointmassbias "valvebiped.bip01_r_calf" 1.20
   $jointrotdamping "valvebiped.bip01_r_calf" 3.00
   $jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.00
   $jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.00
   $jointconstrain "valvebiped.bip01_r_calf" z limit -90.00 -15.00 0.00

   $jointmassbias "valvebiped.bip01_l_thigh" 0.80
   $jointconstrain "valvebiped.bip01_l_thigh" x limit -12.00 12.00 0.00
   $jointconstrain "valvebiped.bip01_l_thigh" y limit -28.00 8.00 0.00
   $jointconstrain "valvebiped.bip01_l_thigh" z limit -24.00 60.00 0.00

   $jointmassbias "valvebiped.bip01_l_calf" 1.20
   $jointrotdamping "valvebiped.bip01_l_calf" 3.00
   $jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.00
   $jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.00
   $jointconstrain "valvebiped.bip01_l_calf" z limit -90.00 -15.00 0.00

   $jointmassbias "valvebiped.bip01_l_foot" 0.75
   $jointrotdamping "valvebiped.bip01_l_foot" 7.00
   $jointconstrain "valvebiped.bip01_l_foot" x limit -10.00 22.00 0.00
   $jointconstrain "valvebiped.bip01_l_foot" y limit -15.00 15.00 0.00
   $jointconstrain "valvebiped.bip01_l_foot" z limit -17.00 24.00 0.00

   $jointrotdamping "valvebiped.bip01_spine1" 18.00
   $jointconstrain "valvebiped.bip01_spine1" x limit -20.00 20.00 0.00
   $jointconstrain "valvebiped.bip01_spine1" y limit -10.00 10.00 0.00
   $jointconstrain "valvebiped.bip01_spine1" z limit -15.00 30.00 0.00

   $jointmassbias "valvebiped.bip01_spine2" 1.60
   $jointrotdamping "valvebiped.bip01_spine2" 12.00
   $jointconstrain "valvebiped.bip01_spine2" x limit -30.00 30.00 0.00
   $jointconstrain "valvebiped.bip01_spine2" y limit -16.00 16.00 0.00
   $jointconstrain "valvebiped.bip01_spine2" z limit -15.00 20.00 0.00

   $jointmassbias "valvebiped.bip01_r_upperarm" 0.80
   $jointrotdamping "valvebiped.bip01_r_upperarm" 16.00
   $jointconstrain "valvebiped.bip01_r_upperarm" x limit -50.00 40.00 0.00
   $jointconstrain "valvebiped.bip01_r_upperarm" y limit -26.00 26.00 0.00
   $jointconstrain "valvebiped.bip01_r_upperarm" z limit -45.00 15.00 0.00

   $jointmassbias "valvebiped.bip01_r_forearm" 1.80
   $jointconstrain "valvebiped.bip01_r_forearm" x limit -45.00 45.00 0.00
   $jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.00
   $jointconstrain "valvebiped.bip01_r_forearm" z limit -120.00 -45.00 0.00

   $jointmassbias "valvebiped.bip01_l_upperarm" 0.80
   $jointrotdamping "valvebiped.bip01_l_upperarm" 16.00
   $jointconstrain "valvebiped.bip01_l_upperarm" x limit -40.00 50.00 0.00
   $jointconstrain "valvebiped.bip01_l_upperarm" y limit -26.00 26.00 0.00
   $jointconstrain "valvebiped.bip01_l_upperarm" z limit -40.00 15.00 0.00

   $jointmassbias "valvebiped.bip01_l_forearm" 1.80
   $jointconstrain "valvebiped.bip01_l_forearm" x limit -45.00 45.00 0.00
   $jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00
   $jointconstrain "valvebiped.bip01_l_forearm" z limit -120.00 -45.00 0.00

   $jointmassbias "valvebiped.bip01_l_hand" 0.60
   $jointrotdamping "valvebiped.bip01_l_hand" 8.00
   $jointconstrain "valvebiped.bip01_l_hand" x limit -30.00 37.00 0.00
   $jointconstrain "valvebiped.bip01_l_hand" y limit 0.00 0.00 0.00
   $jointconstrain "valvebiped.bip01_l_hand" z limit -20.00 35.00 0.00

   $jointmassbias "valvebiped.bip01_r_hand" 0.60
   $jointrotdamping "valvebiped.bip01_r_hand" 8.00
   $jointconstrain "valvebiped.bip01_r_hand" x limit -37.00 30.00 0.00
   $jointconstrain "valvebiped.bip01_r_hand" y limit 0.00 0.00 0.00
   $jointconstrain "valvebiped.bip01_r_hand" z limit -35.00 20.00 0.00

   $jointmassbias "valvebiped.bip01_head" 1.50
   $jointrotdamping "valvebiped.bip01_head" 10.00
   $jointconstrain "valvebiped.bip01_head" x limit -45.00 45.00 0.00
   $jointconstrain "valvebiped.bip01_head" y limit -30.00 30.00 0.00
   $jointconstrain "valvebiped.bip01_head" z limit -40.00 20.00 0.00

   $jointmassbias "valvebiped.bip01_r_foot" 0.75
   $jointrotdamping "valvebiped.bip01_r_foot" 7.00
   $jointconstrain "valvebiped.bip01_r_foot" x limit -10.00 22.00 0.00
   $jointconstrain "valvebiped.bip01_r_foot" y limit -19.00 25.00 0.00
   $jointconstrain "valvebiped.bip01_r_foot" z limit -17.00 24.00 0.00
}


This is from a model I´m working on , only modyfied the paths and materials.

This lines I always remove since the game doesn´t use them:

Code: Select all

$sequence testIdle "testIdle" fps 30.00
$sequence testWalkN "testWalkN" fps 30.00


From what I have seen is that your qc is missing the collisionjoints part at the end.

Did you use the decompiled mesh from the "ctm_ct01" for your model?

Re: CSGO modelcompiling

Posted: Thu 2. Jan 2014, 18:34
by panf3
мне нужны файлы анимации (ct_animations.mdl ,t_animations.mdl) в формате smd. Нужен работоспособный вариант для работы в MilkShape 3D (движения скилета должны просматривоться ) .Можете это сделать ?

I need animation files (ct_animations.mdl, t_animations.mdl) format smd. Need a workable option to work in MilkShape 3D (skileta movement should be visible.) Can you do it? Sorry for bad English.

Re: CSGO modelcompiling

Posted: Tue 1. Apr 2014, 05:43
by dsjuice
andi help, Line 9 is incomplete

Re: CSGO modelcompiling

Posted: Sun 26. Oct 2014, 06:28
by SilentKiller
We're trying to make a reskin for the default models but in the sdk modelviewer the model is GREATLY distorted. Also, in-game, after selecting the model with sm_skinchooser, the model just doesn't change. The models you have made are fine though.
Image

There are some errors when compiling:
Image
Image

What is the cause of this?

Please help.

Thank you!