No More Room in Hell

No More Room in Hell

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Charlie 2021 年 5 月 4 日 下午 8:06
I want to port the elite combine model to nmrih.
Hello, I want to try adding the elite combine model to nmrih, as I haven't seen any mods with this model in the workshop (which is a pity), so I want to try to do it myself.

how can this be done? Where can I find the information I need? (thank you in advance for your response)
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banana_chy 24 2021 年 5 月 4 日 下午 11:17 
you already got your model or you haven't start making it?
Charlie 2021 年 5 月 4 日 下午 11:47 
There is no model. I want to transfer it from half life, but I don't know how it's done yet, so I want to know how.
banana_chy 24 2021 年 5 月 5 日 上午 6:56 
you will need "Crowbar" for transfer the model... you may need "3dsMax" to add bone too... and then you need to export those to workshop
Charlie 2021 年 5 月 5 日 下午 7:46 
Thank you very much, I'll try to do it.
Der Vampir 2021 年 5 月 19 日 下午 3:23 
Hey, here is the quickest and most concise written tutorial I can give. I hope it helps you.

Tools/Programs needed : GFCscape (latest version), Notepad++ (latest version), Crowbar (latest version though you can use old versions too if that one doesn't work for you)

Locations of files : (Combine model/HL2 vpk) Steam\steamapps\common\nmrih\hl2
NMRIH Player model/NMRIH vpk) Steam\steamapps\common\nmrih\nmrih

First go inside your NMRIH install location there is a folder labeled hl2, open this folder and open the hl2_misc_dir vpk with GFCscape.
There you will find your combine character in the models folder, might have to look around a bit though since there are multiple versions of the combine in HL2.
Extract both the combine model and the player model you want to switch with by dragging them out of GFCscape vpk or by using extraction tool in program.

Now open Crowbar and set it up, you will either need to use NMRIH or SDK2013 as a base since it requires model compiler/etc.
I personally use SDK2013 since I can use it for multiple other source mods, so I can't say for sure what it will do if you set up for NMRIH but it shouldn't be any different far as I know.
Also make sure you set Output to: Subfolder (of MDL input) in the decompile tab, this just makes it so Crowbar creates the decompile output folder where your current files are at so you don't have to go look for them, make sure to do this for the compiling tab too)
Now decompile both models with Crowbar.
(Also just in case you are unsure of where to find nmrih player models, they will be in nmrih/nmrih folder in nmrih_dir vpk, go through models then players folder and they will be there)

From here open up both decompiled combine and player model qc file with notepad++ and find 'studio x.smd' line (x being the name of the model)
Copy this line from combine qc and replace studio line in player model qc.
This line will be at the top of the file and you should see it immediately, this will make it so whatever player model you are replacing uses combine model instead.

(Extra tip for qc adjustment, use CTRL + F to find lines needing replacement so you don't have to look for them)

Next, scroll down a good bit in both qc files and find '$cdmaterials x' line, (x being the texture path for the line) copy again this line from combine qc and replace in player model qc. This will make it so you have the textures for combine model.

Last part of qc adjustment now, scroll further down almost to the bottom and find '$collisionjoints x_physics.smd' (x being the model name) Just like before, copy this line from combine qc and replace the line in the player model qc. This will make it so your combine model has physics properties, if you left it as is it probably would still work decently but this should be done just to be safe.

Lastly make sure all files you are working on and decompiled are in same folder/place, it'll be a bit messy but it keeps me from having to explain extra stuff that doesn't matter.
Now with Crowbar you recompile combine qc in and go to output folder called 'Compiled .x' (x being the version number of Crowbar you are using) drop in nmrih custom folder. It'll work by default since both models use same skeleton.
You won't have the view model arms and you won't have an infected model but this is the fastest explanation that can be given for simple player model.

Hope this helps get you on the path to making your own mods. Also just saying this can be done with most any model using valve biped skeleton. So that means most models on Gmod or other Source games (for example the common zombies from L4D or even the zombies from NMRIH), though some models might have extra bones or other stuff they should work for the most part. This is all a very generalized and hastily written tutorial but it should serve well as a rule of thumb for simple player models using valve biped. Remember also most all of this can be done simply with qc adjustment, so no need to open blender/3dmax/maya/etc for the most part until you are fine tuning or doing more advanced stuff.

Good luck on your endeavours and I hope to see your mod on the workshop c: :melon::giraffe:
Charlie 2021 年 5 月 25 日 下午 8:10 
I apologize for the long silence. I have a few questions. so for example, I extracted the combine files, but they are in the formats: .vtx, .mdl, phy and vvd. which one do I need? or is something wrong done?
引用自 Der Vampir
Hey, here is the quickest and most concise written tutorial I can give. I hope it helps you.

Tools/Programs needed : GFCscape (latest version), Notepad++ (latest version), Crowbar (latest version though you can use old versions too if that one doesn't work for you)

Locations of files : (Combine model/HL2 vpk) Steam\steamapps\common\nmrih\hl2
NMRIH Player model/NMRIH vpk) Steam\steamapps\common\nmrih\nmrih

First go inside your NMRIH install location there is a folder labeled hl2, open this folder and open the hl2_misc_dir vpk with GFCscape.
There you will find your combine character in the models folder, might have to look around a bit though since there are multiple versions of the combine in HL2.
Extract both the combine model and the player model you want to switch with by dragging them out of GFCscape vpk or by using extraction tool in program.

Now open Crowbar and set it up, you will either need to use NMRIH or SDK2013 as a base since it requires model compiler/etc.
I personally use SDK2013 since I can use it for multiple other source mods, so I can't say for sure what it will do if you set up for NMRIH but it shouldn't be any different far as I know.
Also make sure you set Output to: Subfolder (of MDL input) in the decompile tab, this just makes it so Crowbar creates the decompile output folder where your current files are at so you don't have to go look for them, make sure to do this for the compiling tab too)
Now decompile both models with Crowbar.
(Also just in case you are unsure of where to find nmrih player models, they will be in nmrih/nmrih folder in nmrih_dir vpk, go through models then players folder and they will be there)

From here open up both decompiled combine and player model qc file with notepad++ and find 'studio x.smd' line (x being the name of the model)
Copy this line from combine qc and replace studio line in player model qc.
This line will be at the top of the file and you should see it immediately, this will make it so whatever player model you are replacing uses combine model instead.

(Extra tip for qc adjustment, use CTRL + F to find lines needing replacement so you don't have to look for them)

Next, scroll down a good bit in both qc files and find '$cdmaterials x' line, (x being the texture path for the line) copy again this line from combine qc and replace in player model qc. This will make it so you have the textures for combine model.

Last part of qc adjustment now, scroll further down almost to the bottom and find '$collisionjoints x_physics.smd' (x being the model name) Just like before, copy this line from combine qc and replace the line in the player model qc. This will make it so your combine model has physics properties, if you left it as is it probably would still work decently but this should be done just to be safe.

Lastly make sure all files you are working on and decompiled are in same folder/place, it'll be a bit messy but it keeps me from having to explain extra stuff that doesn't matter.
Now with Crowbar you recompile combine qc in and go to output folder called 'Compiled .x' (x being the version number of Crowbar you are using) drop in nmrih custom folder. It'll work by default since both models use same skeleton.
You won't have the view model arms and you won't have an infected model but this is the fastest explanation that can be given for simple player model.

Hope this helps get you on the path to making your own mods. Also just saying this can be done with most any model using valve biped skeleton. So that means most models on Gmod or other Source games (for example the common zombies from L4D or even the zombies from NMRIH), though some models might have extra bones or other stuff they should work for the most part. This is all a very generalized and hastily written tutorial but it should serve well as a rule of thumb for simple player models using valve biped. Remember also most all of this can be done simply with qc adjustment, so no need to open blender/3dmax/maya/etc for the most part until you are fine tuning or doing more advanced stuff.

Good luck on your endeavours and I hope to see your mod on the workshop c: :melon::giraffe:
最后由 Charlie 编辑于; 2021 年 5 月 25 日 下午 8:10
Maks Koshka 2022 年 2 月 11 日 上午 2:26 
Hi! I hope you're alive. After decompiling .mdl I can't find in .qc file line "collisionjoints" =/
最后由 Maks Koshka 编辑于; 2022 年 2 月 11 日 上午 2:26
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发帖日期: 2021 年 5 月 4 日 下午 8:06
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