1. Post #161
    Gold Member
    wraithcat's Avatar
    December 2007
    12,757 Posts
    This right?

    You should actually use those 3 channels for selections :~ Not colour them directly.

  2. Post #162
    mutle's Avatar
    August 2008
    1,209 Posts
    I'm really sorry for te bump.
    This thread is awesome, and should be going still.


    THIS Scythe would be devastatingly epic to have ported:


  3. Post #163

    October 2011
    63 Posts
    There's some nice xmas stuff in the content right now.

  4. Post #164

    June 2011
    4 Posts
    bumb please someone release something *sob* *sob*
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  5. Post #165
    SevenBillion's Avatar
    January 2012
    199 Posts
    Sorry for the bump.
    I copied and pasted all the vtfs and vmts into the right material folder, but I still get this in HLMV

    And when I put in Gmod, the model looks like this.

  6. Post #166
    Gold Member
    plasmid's Avatar
    October 2009
    2,551 Posts
    Im working on converting most the armors now but the under body clipping on everything is giving me trouble

    @SevenBillion make sure all your paths have correct names, like your vmt doesnt have evys name instead of fiona or something.
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  7. Post #167
    SevenBillion's Avatar
    January 2012
    199 Posts
    Im working on converting most the armors now but the under body clipping on everything is giving me trouble

    @SevenBillion make sure all your paths have correct names, like your vmt doesnt have evys name instead of fiona or something.
    @plasmid
    All the vmts contain fiona names which is the model I am currently porting in.

  8. Post #168
    Katra804's Avatar
    September 2011
    2,077 Posts
    @plasmid
    All the vmts contain fiona names which is the model I am currently porting in.
    Try adjusting the paths anyways. If you just dropped them into some random folder you made, you might have to alter the .VMT files to show the new path that the .VTF files are in.

    Great tutorial btw, I've been trying to find a tutorial on porting models from Vindictus for the past couple months since I found it ran on the Source engine (didn't even know of the game until about a month before I found that out). They've got some really nice looking swords, and I think they'd be pretty good to bring in to other games.

  9. Post #169
    Gold Member
    plasmid's Avatar
    October 2009
    2,551 Posts
    make sure you got "VertexLitGeneric" in your header VMT to

  10. Post #170
    SevenBillion's Avatar
    January 2012
    199 Posts
    make sure you got "VertexLitGeneric" in your header VMT to
    @plasmid
    I already did that to all of the vmts.
    Still purple and black checkboards.
    EDIT: Nvm I got that fixed.

  11. Post #171
    Novax's Avatar
    December 2007
    176 Posts
    Would be interesting to port Cichol and Morrighan (true mabinogi fans will know who they are). However, I don't think their data is yet in the NA version. I plan to do it once I get a new pc. Best of luck to anyone trying.

  12. Post #172
    SevenBillion's Avatar
    January 2012
    199 Posts
    I believe I have found another tutorial of the Vindictus model porting tutorial.
    http://digitalero.lefora.com/2012/01...h-more-detail/

  13. Post #173
    SevenBillion's Avatar
    January 2012
    199 Posts
    I complied my model perfectly, but when I render the model in HLMV.
    All of the armor just clips through the body except for the skirt.

    Anyone knows how to fix this?

  14. Post #174
    Gold Member
    fury_161's Avatar
    February 2005
    1,496 Posts
    If parts of the model (skin / etc) clip through the armor, you will need to edit the inner armor smd with a 3d modeling program, and delete those parts that clip through. For example if the boots cover all of the feet, you can delete the feet vertices, or since most of her torso is covered by armor you can delete the vertices between her hips and breasts. Vindictus used a system to dynamically remove parts of models which I believe is related to the .clipping files, however I have no idea what to do with them to help you here. After that just recompile the model.
    Like necro said, you need to manually delete those faces, since Vindictus has a render mechanism for hiding parts of the mesh obscured by armor.

  15. Post #175
    Gold Member
    plasmid's Avatar
    October 2009
    2,551 Posts
    But if you body group the broken armor then you also have to body groups a second under body.

  16. Post #176
    Gold Member
    fury_161's Avatar
    February 2005
    1,496 Posts
    But if you body group the broken armor then you also have to body groups a second under body.
    Yeah, it's going to need some work to circumvent Devcat's system.

  17. Post #177
    SevenBillion's Avatar
    January 2012
    199 Posts
    After trying to fix some problems, I have decided just to release the models I have.


    http://www.mediafire.com/?ed8b6s8o75d3zoz
    All credits goes to devcat and Nexon obviously for making these models.
    Have fun using these models and someone should really start a Vindictus Model Release Thread.
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  18. Post #178
    Gold Member
    Seibitsu's Avatar
    January 2009
    5,285 Posts
    Is there any female models released?

  19. Post #179
    jwk987's Avatar
    March 2012
    101 Posts
    wow what's that mean..
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  20. Post #180
    Garland Gawain's Avatar
    February 2011
    11 Posts
    Good work on the transformations, can't wait to see more.

  21. Post #181
    oranges283's Avatar
    December 2007
    515 Posts
    How do I exactly apply the makeup up and eyebrows? I went into photoshop to apply eyebrows for Kai but I didn't do that well of a job I think. I also want to apply makeup to an evie's face. Do I just need to find the textures for makupe and try to apply it via photoshop?

  22. Post #182
    SevenBillion's Avatar
    January 2012
    199 Posts
    I'm Korean.
    If you are a human player model rink weighed me.
    I'm trying to pull too hard you can.
    the subversion of Korea Mabinogi heroes vindictus
    Rather, it is difficult to extract.

    (We have used a translator.)

    저는 한국인입니다 ㅎㅎ..
    혹시 인간플레이어모델 갖고계시면저한테좀 링크걸어주세요.
    이건 너무어려워서 저는 못알아먹겠음 .
    빈딕터스의 한국버젼인 마영전도 오히려 더 추출하기 어렵습니다.

    '한국님들에게'

    마영전모델 찾고싶어서 오신것같은데
    서큐버스와 다크나이트하고 팔라딘만 존재하고 놀칲틴같은 모델은 다 짤림..
    아나 이비 어딨성 !
    Sorry to say this, but your translation makes absolutely no sense.

    Good work on the transformations, can't wait to see more.
    Thanks. I finished the Fissure rock models from the Dark knight transformation 2. I am currently working on the weapons for the transformations.

  23. Post #183
    ShainAsuka's Avatar
    July 2009
    57 Posts
    Right then, little roadblock. Been trying this for a good while now and evy's come out fine, but fiona's never work. I'm planning to recompile this one with Chiulin later but I'd really like to get more than just the inners to work.
    Edit: Hair works fine too, just need the face, eyes, teeth/tongue, and skin to work.

  24. Post #184
    SevenBillion's Avatar
    January 2012
    199 Posts
    Right then, little roadblock. Been trying this for a good while now and evy's come out fine, but fiona's never work. I'm planning to recompile this one with Chiulin later but I'd really like to get more than just the inners to work.
    Edit: Hair works fine too, just need the face, eyes, teeth/tongue, and skin to work.
    Does all your vmts have "VertexLitGeneric"?

  25. Post #185
    ShainAsuka's Avatar
    July 2009
    57 Posts
    Does all your vmts have "VertexLitGeneric"?
    Yeah, everything is proper to my knowledge. Unfortunately I can't show you cause I did a wipe on the directories. I'll try to throw together another model and show you my vmt when I've finished it.
    edit: also when I tried to put the Chiulin armor on an evy, the working body texture suddenly stops working...

    Edit2: Okay, this time everything face related is solved, just the body seems to be the issue here. The body VMT is in this screnshot

  26. Post #186
    SevenBillion's Avatar
    January 2012
    199 Posts
    Yeah, everything is proper to my knowledge. Unfortunately I can't show you cause I did a wipe on the directories. I'll try to throw together another model and show you my vmt when I've finished it.
    edit: also when I tried to put the Chiulin armor on an evy, the working body texture suddenly stops working...

    Edit2: Okay, this time everything face related is solved, just the body seems to be the issue here. The body VMT is in this screnshot
    Your missing some vmts and vtfs.Check your smd and maybe your qc.

  27. Post #187
    ShainAsuka's Avatar
    July 2009
    57 Posts
    Your missing some vmts and vtfs.Check your smd and maybe your qc.
    Would you be able to specify which vmts and vtfs I'm missing? I put all of the ones listed in the reference into their right place and I still have the same result.

  28. Post #188
    lonefirewarrior's Avatar
    July 2010
    5,308 Posts
    Is the QC pointing to that folder?

    Edited:

    Nevermind. The face texture is working so it must be.

  29. Post #189
    ShainAsuka's Avatar
    July 2009
    57 Posts
    Is the QC pointing to that folder?

    Edited:

    Nevermind. The face texture is working so it must be.
    Maybe I can shed a little light on the problem by providing the qc file I'm using. I'm using the one provided at http://digitalero.lefora.com/2012/01...h-more-detail/ and swapped the appropriate names.

    Edited:

    Alright, I found out the issue. the inner armor was pointing to a different skin texture than what I was trying to use. I'll keep the qc file up for interest though.

    Thanks for all your help!

    Code:
    $cd "C:\fiona\"
    $modelname "player\fiona\fiona_under.mdl"
    
    
    $bodygroup placeholder {
    
    blank
    
    }
    
    $bodygroup helm {
    
    blank
    
    
    }
    
    
    $bodygroup hair {
    
    studio "pc_fiona_hair_sprightly_ponytale_01"
    
    
    
    }
    
    $bodygroup upper {
    
    
    blank
    
    
    }
    
    $bodygroup lower {
    
    blank
    
    
    }
    
    $bodygroup hand {
    
    blank
    
    }
    
    
    $bodygroup foot {
    
    
    blank
    
    }
    
    
    $bodygroup body {
    
    studio "pc_fiona_inner_armor04.smd"
    
    
    }
    
    
    $attachment "eyes" "ValveBiped.Bip01_Head1" 1.69 2.92 -0.00 rotate -0.00 82.41 90.00
    $attachment "forward" "ValveBiped.Bip01_Head1" 0.00 -0.00 0.00 rotate -0.00 80.00 90.00
    $attachment "chest" "ValveBiped.Bip01_Spine2" 0.00 0.00 -0.00 rotate -0.00 90.00 90.00
    
    
    $model "face" "pc_fiona_face01.smd" {
         flexfile "mdldecompiler_expressions.vta" {
              flex "upper_right" frame 4
              flex "upper_left" frame 6
              flex "blink" frame 7
              flex "blink_ui" frame 8
              flex "closedeyes_ou" frame 9
              flex "closedeyes_u" frame 10
              flex "closedeyes_mild" frame 11
              flex "mild" frame 12
              flex "smile_mild" frame 13
              flex "smile" frame 14
              flex "happy" frame 15
              flex "laughing" frame 16
              flex "haughty" frame 17
              flex "kiss" frame 18
              flex "wink" frame 19
              flex "cute" frame 20
              flex "embarrassed" frame 21
              flex "sad" frame 22
              flex "sorry" frame 23
              flex "sulky" frame 24
              flex "hostile" frame 25
              flex "angry" frame 26
              flex "angry_shout" frame 27
              flex "missed" frame 28
              flex "hurt" frame 29
              flex "shocked" frame 30
              flex "surprised" frame 31
              flex "surprised_a" frame 32
              flex "upperlid_hi" frame 33
              flex "mouth_a" frame 34
              flex "mouth_a_half" frame 35
              flex "mouth_e" frame 36
              flex "mouth_e_half" frame 37
              flex "mouth_ou" frame 38
              flex "mouth_ou_half" frame 39
              flex "chew_up" frame 40
              flex "chew_down" frame 41
         }
    
    
    eyeball righteye ValveBiped.Bip01_Head1 -1.220 -2.080 68.304 fiona_eyeball_r01 .050  3.000 pc_fiona_pupil_r01 0.670
    eyeball lefteye ValveBiped.Bip01_Head1 1.220 -2.080 68.304 fiona_eyeball_l01 .050  -3.000 pc_fiona_pupil_l01 0.670
    
         // If you uncomment the following lines the eyes will be closed
         // I'm including it anyway in case anyone wants to experiment
         // eyelid  upper_right "mdldecompiler_expressions.vta" lowerer 3 -0.500000 neutral 3 0.000000 raiser 3 0.000000 split 0.1 eyeball righteye
         // eyelid  lower_right "mdldecompiler_expressions.vta" lowerer 3 0.000000 neutral 3 0.000000 raiser 3 0.000000  split 0.1 eyeball righteye
         // If you uncomment the following lines the eyes will be closed
         // I'm including it anyway in case anyone wants to experiment
         // eyelid  upper_left "mdldecompiler_expressions.vta" lowerer 4 -0.500000 neutral 4 0.000000 raiser 4 0.000000 split -0.1 eyeball lefteye
         // eyelid  lower_left "mdldecompiler_expressions.vta" lowerer 3 0.000000 neutral 3 0.000000 raiser 3 0.000000  split -0.1 eyeball lefteye
         mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000
         flexcontroller eyelid blink "range" 0.000 1.000
         flexcontroller eye blink_ui "range" 0.000 1.000
         flexcontroller eye closedeyes_ou "range" 0.000 1.000
         flexcontroller eye closedeyes_u "range" 0.000 1.000
         flexcontroller eye closedeyes_mild "range" 0.000 1.000
         flexcontroller eye mild "range" 0.000 1.000
         flexcontroller eye smile_mild "range" 0.000 1.000
         flexcontroller eye smile "range" 0.000 1.000
         flexcontroller eye happy "range" 0.000 1.000
         flexcontroller eye laughing "range" 0.000 1.000
         flexcontroller eye haughty "range" 0.000 1.000
         flexcontroller eye kiss "range" 0.000 1.000
         flexcontroller eye wink "range" 0.000 1.000
         flexcontroller eye cute "range" 0.000 1.000
         flexcontroller eye embarrassed "range" 0.000 1.000
         flexcontroller eye sad "range" 0.000 1.000
         flexcontroller eye sorry "range" 0.000 1.000
         flexcontroller eye sulky "range" 0.000 1.000
         flexcontroller eye hostile "range" 0.000 1.000
         flexcontroller eye angry "range" 0.000 1.000
         flexcontroller eye angry_shout "range" 0.000 1.000
         flexcontroller eye missed "range" 0.000 1.000
         flexcontroller eye hurt "range" 0.000 1.000
         flexcontroller eye shocked "range" 0.000 1.000
         flexcontroller eye surprised "range" 0.000 1.000
         flexcontroller eye surprised_a "range" 0.000 1.000
         flexcontroller eye upperlid_hi "range" 0.000 1.000
         flexcontroller eye mouth_a "range" 0.000 1.000
         flexcontroller eye mouth_a_half "range" 0.000 1.000
         flexcontroller eye mouth_e "range" 0.000 1.000
         flexcontroller eye mouth_e_half "range" 0.000 1.000
         flexcontroller eye mouth_ou "range" 0.000 1.000
         flexcontroller eye mouth_ou_half "range" 0.000 1.000
         flexcontroller eye chew_up "range" 0.000 1.000
         flexcontroller eye chew_down "range" 0.000 1.000
        %blink =  blink
        %blink_ui =  blink_ui
        %closedeyes_ou =  closedeyes_ou
        %closedeyes_u =  closedeyes_u
        %closedeyes_mild =  closedeyes_mild
        %mild =  mild
        %smile_mild =  smile_mild
        %smile =  smile
        %happy =  happy
        %laughing =  laughing
        %haughty =  haughty
        %kiss =  kiss
        %wink =  wink
        %cute =  cute
        %embarrassed =  embarrassed
        %sad =  sad
        %sorry =  sorry
        %sulky =  sulky
        %hostile =  hostile
        %angry =  angry
        %angry_shout =  angry_shout
        %missed =  missed
        %hurt =  hurt
        %shocked =  shocked
        %surprised =  surprised
        %surprised_a =  surprised_a
        %upperlid_hi =  upperlid_hi
        %mouth_a =  mouth_a
        %mouth_a_half =  mouth_a_half
        %mouth_e =  mouth_e
        %mouth_e_half =  mouth_e_half
        %mouth_ou =  mouth_ou
        %mouth_ou_half =  mouth_ou_half
        %chew_up =  chew_up
        %chew_down =  chew_down
    }
    
    
    $cdmaterials "models\player\fiona\"
    
    
    $surfaceprop "flesh"
    $eyeposition -0.000 0.000 70.000
    $illumposition 6.750 -0.129 0.000
    
    $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 1.00
    
    $collisionjoints "phymodel.smd" {
    
    	$mass 60.0
    	$inertia 5.00
    	$damping 0.01
    	$rotdamping 1.50
    	$rootbone "valvebiped.bip01_pelvis"
    
    
    	$jointconstrain "valvebiped.bip01_spine" x limit 0.00 0.00 0.00
    	$jointconstrain "valvebiped.bip01_spine" y limit 0.00 0.00 0.00
    	$jointconstrain "valvebiped.bip01_spine" z limit 0.00 0.00 0.00
    
    	$jointconstrain "valvebiped.bip01_r_thigh" x limit -12.00 12.00 0.20
    	$jointconstrain "valvebiped.bip01_r_thigh" y limit -41.00 6.00 0.20
    	$jointconstrain "valvebiped.bip01_r_thigh" z limit -10.00 120.00 0.20
    
    	$jointconstrain "valvebiped.bip01_l_thigh" x limit -12.00 12.00 0.20
    	$jointconstrain "valvebiped.bip01_l_thigh" y limit -6.00 41.00 0.20
    	$jointconstrain "valvebiped.bip01_l_thigh" z limit -10.00 120.00 0.20
    
    	$jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.00
    	$jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.00
    	$jointconstrain "valvebiped.bip01_l_calf" z limit -120.00 0.00 0.20
    
    	$jointconstrain "valvebiped.bip01_l_foot" x limit -39.00 17.00 0.20
    	$jointconstrain "valvebiped.bip01_l_foot" y limit -19.00 19.00 0.20
    	$jointconstrain "valvebiped.bip01_l_foot" z limit -15.00 35.00 0.20
    
    	$jointconstrain "valvebiped.bip01_spine2" x limit -50.00 50.00 0.20
    	$jointconstrain "valvebiped.bip01_spine2" y limit -50.00 50.00 0.20
    	$jointconstrain "valvebiped.bip01_spine2" z limit -32.00 30.00 0.20
    
    	$jointconstrain "valvebiped.bip01_r_upperarm" x limit -73.00 77.00 0.20
    	$jointconstrain "valvebiped.bip01_r_upperarm" y limit -41.00 133.00 0.20
    	$jointconstrain "valvebiped.bip01_r_upperarm" z limit -116.00 46.00 0.20
    
    	$jointconstrain "valvebiped.bip01_r_forearm" x limit -39.00 39.00 0.20
    	$jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.00
    	$jointconstrain "valvebiped.bip01_r_forearm" z limit -149.00 4.00 0.20
    
    	$jointconstrain "valvebiped.bip01_l_upperarm" x limit -73.00 77.00 0.20
    	$jointconstrain "valvebiped.bip01_l_upperarm" y limit -120.00 44.00 0.20
    	$jointconstrain "valvebiped.bip01_l_upperarm" z limit -116.00 46.00 0.20
    
    	$jointconstrain "valvebiped.bip01_l_forearm" x limit -39.00 41.00 0.20
    	$jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00
    	$jointconstrain "valvebiped.bip01_l_forearm" z limit -149.00 4.00 0.20
    
    	$jointconstrain "valvebiped.bip01_l_hand" x limit -60.00 60.00 0.20
    	$jointconstrain "valvebiped.bip01_l_hand" y limit 0.00 0.00 0.00
    	$jointconstrain "valvebiped.bip01_l_hand" z limit -57.00 70.00 0.20
    
    	$jointconstrain "valvebiped.bip01_head1" x limit -50.00 50.00 0.20
    	$jointconstrain "valvebiped.bip01_head1" y limit -32.00 32.00 0.20
    	$jointconstrain "valvebiped.bip01_head1" z limit -48.00 30.00 0.20
    
    	$jointconstrain "valvebiped.bip01_r_hand" x limit -60.00 60.00 0.20
    	$jointconstrain "valvebiped.bip01_r_hand" y limit 0.00 0.00 0.00
    	$jointconstrain "valvebiped.bip01_r_hand" z limit -57.00 70.00 0.20
    
    	$jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.00
    	$jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.00
    	$jointconstrain "valvebiped.bip01_r_calf" z limit -120.00 0.00 0.00
    
    	$jointconstrain "valvebiped.bip01_r_foot" x limit -17.00 39.00 0.20
    	$jointconstrain "valvebiped.bip01_r_foot" y limit -25.00 6.00 0.20
    	$jointconstrain "valvebiped.bip01_r_foot" z limit -15.00 35.00 0.20
    }

  30. Post #190
    SevenBillion's Avatar
    January 2012
    199 Posts
    Would you be able to specify which vmts and vtfs I'm missing? I put all of the ones listed in the reference into their right place and I still have the same result.
    Sure.
    -snip due to block of imgur images-
    Note: That this what you should have before you compile any of the hair and armor in.

  31. Post #191
    ShainAsuka's Avatar
    July 2009
    57 Posts
    Everything worked out fine and I got a nice ragdoll out of it. Just gotta tweak it so it's not so reflective.


    Now if anyone could help me out with the next bit of my ambitious project, I'd like to make this a playermodel.

    Obviously this can't be discussed here though.

    Also I never could find that glint.vmt... wonder what it does.

  32. Post #192
    SevenBillion's Avatar
    January 2012
    199 Posts
    The models already been rigged to a modified valve biped. So unfortunately you can't really make playermodels out of this. Sorry to break it out for you.
    Glint.vmt I believe is suppose to used on the white of the eye. Older vmts usually use these.
    If you want to find glint.vmt, you can search up in your steamapps folder.

  33. Post #193
    ShainAsuka's Avatar
    July 2009
    57 Posts
    The qc file shows that it uses a custom animation file. How exactly would I use it? As far as I've looked into, playermodels with custom bone structures can be used so long as it has custom animations.
    If not, then I should be able to swap out the current bone structure with a basic valve biped bone structure. I'd just need to look up a blender tutorial on assigning the bones to meshes. The only problem I foresee then would be what if the model doesn't line up with the basic bone structure?

  34. Post #194
    SevenBillion's Avatar
    January 2012
    199 Posts
    The qc file shows that it uses a custom animation file. How exactly would I use it? As far as I've looked into, playermodels with custom bone structures can be used so long as it has custom animations.
    If not, then I should be able to swap out the current bone structure with a basic valve biped bone structure. I'd just need to look up a blender tutorial on assigning the bones to meshes. The only problem I foresee then would be what if the model doesn't line up with the basic bone structure?
    Unfortunately, I really don't know about these custom animations hence that I never did make a playermodel before. So my suggestion is to ask someone who knows how do this. They may be able to help you do that sort of thing.

  35. Post #195
    jwk987's Avatar
    March 2012
    101 Posts


    oh god
    how scare this picture is !

  36. Post #196
    SevenBillion's Avatar
    January 2012
    199 Posts
    Umm what?
    That link just only leads me to some referral denied error.

  37. Post #197
    ShainAsuka's Avatar
    July 2009
    57 Posts

    Please give
    That image is way too small, but from what I make of it you want the polar bears. Correct?
    Reply With Quote Edit / Delete Reply Windows 7 Canada Show Events Agree Agree x 1 (list)

  38. Post #198
    SevenBillion's Avatar
    January 2012
    199 Posts
    That image is way too small, but from what I make of it you want the polar bears. Correct?
    I guess so, since I can't really see anything from that link. (It just leads to an error page for some reason.) Currently, I only have the giant white polar bear and I am planning to port the rest of polar bears.
    EDIT: I ported the rest of the bears.

  39. Post #199
    ShainAsuka's Avatar
    July 2009
    57 Posts
    Awesome. Haha maybe I should port the ancient dragon to kill time until someone helps me out with my playermodel problems.

    Edit: Okay... Its qc doesn't fully extract. Hmm.....

  40. Post #200
    SevenBillion's Avatar
    January 2012
    199 Posts
    Awesome. Haha maybe I should port the ancient dragon to kill time until someone helps me out with my playermodel problems.

    Edit: Okay... Its qc doesn't fully extract. Hmm.....
    What version of MDLdecompiler are you using? If you are trying to decompile monsters, use 0.3.2 not 0.5.