Please I'm still in the learning process and i really cant find a good and detailed tutorial for cs:go.If any of you could help me out with all the steps and walk me trough them.All of the existing tutorials are either for older games and when I try them I cant figure out how to do it for csgo or the tutorial is really bad and skips important steps.Ty really much in advance.
Need help with applying custom textures to already existing models.
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You will need to decompile the model and modifty some stuff here's how I would do it: 1. Download crowbar(model compiler/decompiler) http://steamcommunity.com/groups/Crowbar…43212934593209/and GCFscape to extract the model from the game. http://nemesis.thewavelength.net/?p=26 2. open up GCFscape and load pak01_dir.vpk, which is located somewhere around here "C:Program Files (x86)SteamsteamappscommonCounter-Strike Global Offensivecsgo" 3. Now find your desired model, I went ahead and exported aztec_block.mdl. Export all the stuff associated with it. [Blocked Image: https://dl.dropboxusercontent.com/u/23699866/media/cs/halp/gcf.jpg] 4. now open up crowbar and load your extracted *.mdl file and hit the decompile button [Blocked Image: https://dl.dropboxusercontent.com/u/23699866/media/cs/halp/crowbar1.jpg] 5. now go to the "decompiled 0.24" folder, and open the 2 highlighted files [Blocked Image: https://dl.dropboxusercontent.com/u/23699866/media/cs/halp/files.jpg] 6. in the aztec_block.qc change the model's name and path to whatever you want, I've changed mine from
to
and save it. 7. now in aztec_block_reference.smd, notice this line "modelspropsde_aztecaztec_block" it's the path to your material, so let's replace those lines(any more decent text editor should be able do to that, I'm using notepad++) I've replaced the lines to "modelstesthurg" and then I saved it. [Blocked Image: https://dl.dropboxusercontent.com/u/23699866/media/cs/halp/smd.jpg] 8. go back to crowbar and switch to the "compile" tab, select csgo as a game to compile for, load your *.qc file and finally press the "Compile QC File" button. [Blocked Image: https://dl.dropboxusercontent.com/u/23699866/media/cs/halp/crowbar2.jpg] 9. Now you should be able to open and see your model in the model viewer, and as you can see it's pitch black since we haven't created the material yet, so let's do that next. [Blocked Image: https://dl.dropboxusercontent.com/u/23699866/media/cs/halp/hmw1.jpg] 10. I'm assuming you know how to create *.vtf and *.vmt files. I've put my texture and material here C:Program Files (x86)SteamsteamappscommonCounter-Strike Global Offensivecsgomaterialsmodelstest and BOOM [Blocked Image: https://dl.dropboxusercontent.com/u/23699866/media/cs/halp/hmw2.jpg] it works!
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Thank you really much ! I was lookin all over the place for a tutorial like this !
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Quote from tomm
You will need to decompile the model and modifty some stuff here's how I would do it: 1. Download crowbar(model compiler/decompiler) http://steamcommunity.com/groups/Crowbar…43212934593209/and GCFscape to extract the model from the game. http://nemesis.thewavelength.net/?p=26 2. open up GCFscape and load pak01_dir.vpk, which is located somewhere around here "C:Program Files (x86)SteamsteamappscommonCounter-Strike Global Offensivecsgo" 3. Now find your desired model, I went ahead and exported aztec_block.mdl. Export all the stuff associated with it. [Blocked Image: https://dl.dropboxusercontent.com/u/23699866/media/cs/halp/gcf.jpg] 4. now open up crowbar and load your extracted *.mdl file and hit the decompile button [Blocked Image: https://dl.dropboxusercontent.com/u/23699866/media/cs/halp/crowbar1.jpg] 5. now go to the "decompiled 0.24" folder, and open the 2 highlighted files [Blocked Image: https://dl.dropboxusercontent.com/u/23699866/media/cs/halp/files.jpg] 6. in the aztec_block.qc change the model's name and path to whatever you want, I've changed mine from
to
and save it. 7. now in aztec_block_reference.smd, notice this line "modelspropsde_aztecaztec_block" it's the path to your material, so let's replace those lines(any more decent text editor should be able do to that, I'm using notepad++) I've replaced the lines to "modelstesthurg" and then I saved it. [Blocked Image: https://dl.dropboxusercontent.com/u/23699866/media/cs/halp/smd.jpg] 8. go back to crowbar and switch to the "compile" tab, select csgo as a game to compile for, load your *.qc file and finally press the "Compile QC File" button. [Blocked Image: https://dl.dropboxusercontent.com/u/23699866/media/cs/halp/crowbar2.jpg] 9. Now you should be able to open and see your model in the model viewer, and as you can see it's pitch black since we haven't created the material yet, so let's do that next. [Blocked Image: https://dl.dropboxusercontent.com/u/23699866/media/cs/halp/hmw1.jpg] 10. I'm assuming you know how to create *.vtf and *.vmt files. I've put my texture and material here C:Program Files (x86)SteamsteamappscommonCounter-Strike Global Offensivecsgomaterialsmodelstest and BOOM [Blocked Image: https://dl.dropboxusercontent.com/u/23699866/media/cs/halp/hmw2.jpg] it works!
One more question,when I use these edited textures am I gonna have to pack them into the bsp somehow ? Any THANK YOU REALLY MUCH, I would give you a skin but lost everything on csgolounge lol.
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no problem dude
yes you have to pack them to your bsp.you can use pakrat https://developer.valvesoftware.com/wiki/Pakrat
I believe there are some alternatives too
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Hurg cube... that would totally be the final boss in a Mapcore game...
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Now I have the ridiculous image in my head about ancient aztecs worshiping a cube with an image of hurg in it.
"HEAR US MIGHTY GOD OF HURG! TAKE OUR SACRIFICE AND MAKE OUR CROPS PROSPER!"
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On mapcores birthday, the website header logo should be replaced by the hurgcube
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