#Modelling conversion from old format to new ModelDoc format issue
1 messages · Page 1 of 1 (latest)
Yep, it shows warning about bones, but it's just that model, for example
this model it's ok so far, but it still has the same error after conversion
the most obvious issue I see is that the compiled preview is showing assets that don't exist in the non-compiled version/source content outliner
for example, you don't have any materials set up in the source content outliner
that probably goes for animations and everything else
so that begs the question; were these models ripped from another custom game?
I understand, I am trying to update my custom game after 3 years and there are things that I may have overlooked, I will continue trying to fix it and if not I will ask again, i deleted the source content folder a long time ago
The models were originally from Warcraft 3
that explains the missing source files. you'd need to gather it all or remake them to get the models to work again
I have the content folder after having unzipped it from the workshop, is it not enough to have each file in its respective folder?
for example I have everything compiled in "game" and everything not compiled in "content"
The case from what you tell me would be that I have to do everything from 0 taking what is in the "content" folder, is that right? sorry, I barely remember
I believe most things in the workshop only hold game files, not content
you are probably still missing individual texures, skeleton .fbx files, etc.
I understand, well then I would have to do it from scratch again, now I am doubting whether to do it hahahaha, at least everything else works, except the models.
Thank you
Is it possible to use .vanim animation files instead of .smd? I was able to recover the model and convert it to the new format, I only have to recover the animations, otherwise tomorrow I will see about reimporting the animations from scratch
iirc .smd and .vanim is deprecated. just reimport the animations as .fbx. that way you have the flexibility of editing the animations in other applications aka Blender/Maya/3DS max
not just in d2 workshop which is hell to work on it especially for editing animations
there is an addon for Blender that can import .SMD I think, I'm not 100% sure if it still works or not
or maybe it's just export, I forget
By the way, there is any place i can get models with animations to put it on my custom map? Sorry for asking in your topic
If you mean dota models you can just export them, edit and use "AnimIncludeModel" in model doc to import all related animations from original model (doesn't work for every model)
I get the models that are made for Warcraft 3 here: https://chaosrealm.co/index.php
The downside is that you have to convert them to dota 2, but after that it works just fine with their respective animations
Can't you decompile and extract all the animation, meshes and texture you need?
I didn't understand what you meant
You got a .vmdl file right? Use a decompiler like Source2Viewer or VRF and extract all the files complied into it
I'm saying this because it was stated you didn't have the og files for meshes, animation and textures
But this files are compiled in the vmdl, so decompile it
Ah, no it cannot be extracted, I tried but I couldn't, I had to reimport the entire model from 0, at least I couldn't
the .vmdl file is just a plain text file
apparently it uses the other animation and texture files to put everything together as information, from what I understand
yea, .vmdl (and other similar files) are just a container pointing to source files. you would still need the source files from somewhere
no .vmdl is just text file pointing to other source files with animation settings(enum) etc like what others have said.
the only thing you can decompile using s2v or vrf is textures