diotk Posted January 16, 2015 Report Posted January 16, 2015 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. Quote
tomm Posted January 16, 2015 Report Posted January 16, 2015 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/CrowbarTool/discussions/0/540743212934593209/ 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. 4. now open up crowbar and load your extracted *.mdl file and hit the decompile button 5. now go to the "decompiled 0.24" folder, and open the 2 highlighted files 6. in the aztec_block.qc change the model's name and path to whatever you want, I've changed mine from $modelname "props/de_aztec/aztec_block.mdl" to $modelname "test/hurg.mdl" 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. 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. 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. 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 it works! spence, Evert, El Moroes and 10 others 13 Quote
diotk Posted January 16, 2015 Author Report Posted January 16, 2015 Thank you really much ! I was lookin all over the place for a tutorial like this ! Quote
diotk Posted January 16, 2015 Author Report Posted January 16, 2015 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/CrowbarTool/discussions/0/540743212934593209/ 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. 4. now open up crowbar and load your extracted *.mdl file and hit the decompile button 5. now go to the "decompiled 0.24" folder, and open the 2 highlighted files 6. in the aztec_block.qc change the model's name and path to whatever you want, I've changed mine from $modelname "props/de_aztec/aztec_block.mdl" to $modelname "test/hurg.mdl" 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. 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. 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. 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 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. Quote
tomm Posted January 16, 2015 Report Posted January 16, 2015 (edited) 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 Edited January 16, 2015 by tomm Quote
D3ads Posted January 18, 2015 Report Posted January 18, 2015 Hurg cube... that would totally be the final boss in a Mapcore game... Vaya 1 Quote
Sprony Posted January 18, 2015 Report Posted January 18, 2015 here's how I would do it: Now talk about amazing community effort. My hat to you good sir! Quote
WD Posted January 23, 2015 Report Posted January 23, 2015 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!" Quote
jackophant Posted January 23, 2015 Report Posted January 23, 2015 On mapcores birthday, the website header logo should be replaced by the hurgcube Quote
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