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[CSGO] Using custom models in .kv file

  • Cloud
  • July 7, 2015 at 3:53 PM
  • Cloud
    • July 7, 2015 at 3:53 PM
    • #1

    Hi all,

    I'm currently working on a map set on the top of a skyscraper, anyway, I've found some custom models for some 'Heisters'(http://s-low.net/forum/viewtopic.php?f=63&t=2002) which I think would be cool for the Terrorists. I'm aware of how the .kv file works, and I've tried replacing the T names with 'heister_skull', just 'skull' and tried the others too, and whenever I load ingame, I just get errors, in case it was just the skin, I also tried with a different custom model I had, and it didn't work either.

    I found a map called cs_rime when looking at the contest entries, and I saw it had custom models, so I de compiled the map, found the models, and they are located in props/player/[skin name] as opposed to props/player/[folder]/[skin name] which was the location for the custom models I tested, I proceeded to try with the models from cs_rime, and sure enough, they worked.

    So I'm left to wonder if it's down to the directory of the models. Here are two things I haven't tried yet, but may work:

    - Moving the skins out of the folder (but I'm not sure if this will mess up with the textures for the models in materials.

    - For the name maybe "[folder name]/heister_skull", as opposed to just "heister_skull".

    I'm hoping it's the latter, but if anyone could shed some light on the subject that would be awesome, thanks.

    (While I'm at it, if anybody knows any custom handmodels, I would be very thankful, since they seem considerably more difficult to find than custom models, thanks )

  • laminutederire
    • July 7, 2015 at 4:08 PM
    • #2

    Welcome to Source's hell! More seriously, you have to know where it starts from, then giving him the path to your skins from there. If the path is chosen by the source engine then, keep your folders in accordance with it so you need to do whatever you want but keep paths coherent

  • Cloud
    • July 7, 2015 at 4:53 PM
    • #3

    Can confirm, it starts looking from csgo/models/player, so I had to do dean/heister_skull and it now works, thanks!

  • jackophant
    • July 7, 2015 at 5:31 PM
    • #4

    how large is the file size of all the models? Don't forget you'll have to pack them into your bsp as well.

  • Cloud
    • July 7, 2015 at 9:22 PM
    • #5
    Quote from jackophant

    how large is the file size of all the models? Don't forget you'll have to pack them into your bsp as well.

    16mb, may choose different ones in the future though, as it seems he hit boxes are pretty messed up. ;)

  • Spherix
    • July 8, 2015 at 8:25 PM
    • #6

    For my dust2 winter remake I simply used ""tm_phoenix_variant_aa" to make sure the game would grab the right model.


    The tm_phoenix_ prefix also determines which radio voices are going to be used. If you start putting custom names in there, radio commands wont work.

  • Feral_
    • July 11, 2015 at 4:32 PM
    • #7

    Can you post the .kv file? I always wanted to add custom models to my maps.

  • Spherix
    • July 12, 2015 at 11:34 AM
    • #8

    "de_dust2_winter"
    {
    "name" "de_dust2_winter"
    "minplayers" "10"
    "maxplayers" "32"
    "extraspectators" "2"
    "t_arms" "models/weapons/t_arms_balkan.mdl"
    "ct_arms" "models/weapons/ct_arms_sas.mdl"
    "t_models"
    {
    "tm_phoenix_variant_aa" ""
    "tm_phoenix_variant_aa" ""
    "tm_phoenix_variant_aa" ""
    "tm_phoenix_variant_aa" ""
    "tm_phoenix_variant_aa" ""
    }
    "ct_models"
    {
    "ctm_sas_variante" ""
    "ctm_sas_variante" ""
    "ctm_sas_variante" ""
    "ctm_sas_variante" ""
    "ctm_sas_variante" ""
    }
    }

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