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 Post subject: Re: Converting Bloodlines models to Source
PostPosted: Thu Apr 17, 2008 12:26 am 
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Not sure what you mean by Flex, there's a modifier in max called flex which adds secondary motion. Or does it just have to do with the face morphs?


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 Post subject: Re: Converting Bloodlines models to Source
PostPosted: Fri Apr 18, 2008 11:34 am 
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Yeah, I meant the second one...
But now I've found a model in sourcesdk_content\hl2\modelsrc\humans_sdk that has expressions implemented. Other people might also find this link interesting. :)


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 Post subject: Characte Animations
PostPosted: Sat Jan 10, 2009 11:10 pm 
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Posts: 22
Just wondering if anybody has figured out how to extract or even view the original bloodlines animations.

I have been looking at the character animations from HL2 and using these as a basis for new bloodlines character animations. In theory these should still be compatible unless the characters are completely rerigged for the Source version.


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 Post subject: Re: Converting Bloodlines models to Source
PostPosted: Sun Jan 11, 2009 7:06 pm 
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Joined: Mon Jun 23, 2008 10:32 pm
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With PackfileExplorer version 3.9, you may view and extract the models but not as source .smd files.

PackfileExplorer will not work with every model.

You can download the latest version here:
http://paine.planetvampire.gamespy.com/vtmb/files/download/590/

Alternatively, you can decompile the models with Gardeb's decompiler and recompile with valve's source engine studiomdl compiler and then view the model in hlmv.

Gardeb's decompiler can be downloaded in this forum but it does not work with every model.

Creating tools that work is very difficult as Troika heavily modified the source engine that they licensed.

None of their modifications exists as features in the current source engine.

They used a quaternion based skinning algorithm. They implemented a hair, cloth and soft body physics simulation system. They use a flexible quaternion third person and first person camera system. Their facial animation system is mpg based and uses lip files. They rewrote the bsp scene graph for a night based lighting model. I can go on and on. The number and breadth of changes made to the source engine is so substantial that reverse engineering their improvements to the source engine is a daunting task.

With a little hard work, it is possible extract something that you can work with.

Here is an example:
SmilingJack.rar
http://rcpt.yousendit.com/641086148/0cb2782e79b1f25208a4c7c273497a4e

Once downloaded, recompile with the source engine's studiomdl compiler.


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 Post subject: Re: Converting Bloodlines models to Source
PostPosted: Tue Jul 21, 2009 5:30 am 
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Joined: Tue Jun 16, 2009 10:29 pm
Posts: 13
Location: Darwin, Australia
Quote:
Required Programs:

•VPKTool (you should already have this anyway!)
•MDLDecompiler http://www.chaosincarnate.net/cannonfod ... mpiler.php
•GUIStudioMdl http://the.unreachable.org/wunderboy/gu ... _2.0.1.zip



MDL Decompiler doesn't work for me. It gets the error:

"The procedure entry point Q_AppendSlash could not be located in the dynamic link library vstdlib.dll"

Is there another way to de-compile VtM:B models? I don't have 3DSMax

_________________
Ant. Thompson

Darwin, Australia


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 Post subject: Re: Converting Bloodlines models to Source
PostPosted: Wed Jul 22, 2009 2:32 pm 
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Joined: Fri Feb 02, 2007 4:42 pm
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Location: Victoria, Australia
Darn, looks like Valve might have changed their files too much for the program to cope.

Try Gardeb's Model Decompiler instead.


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