Portal 2 Model Editor and Other Questions
Quote from Ace Ryder on June 26, 2013, 11:59 amSorry if this has already been posted, but I'd like to know if there is a way to edit props and models from Portal 2. I'm not sure if there is a tool on steam or not to do this. My plan is to use the body (or head) of a turret, and take off the legs, and have it act similar to a personality core, not with head movements or anything, just being able to be plugged into a mainframe or something, and perhaps make it able to flash its eye when it's talking. I DON'T KNOW HOW TO DO ANY OF THIS!
Also, I might need a little help getting it to act the way Wheatley does when you hold him in the single player campaign. As this is for a CO-OP map, and I know in the single player he appears only in the view of the player (WHICH I DON'T KNOW HOW TO DO EITHER) and doesn't appear in third person, I would need for the turret head to be either facing the player at all times on pickup or make 2 copies, one visible to the client and one to the server. If I make a physics object however, that doesn't really give all the perks and benefits of holding something like a personality core. If anyone has any little bit of information on how to do any of this, please respond, especially to the model editor part.
For future reference, I'm going to have a lot of questions, because I only started on hammer about a couple months ago, and I have big plans, that will utilize gameplay mechanics I haven't seen before, so if there is anyone who is well acquainted with the inner machinations of hammer, please PLEASE send a request on steam to me, Ace Ryder. If my plans hopefully come to fruition, and I find myself in over my head, I might post a formal request for major assistance, but for the time being I hope to have control over the direction of the project. (But if you're interested in helping out please contact me!)
Cheers!
Sorry if this has already been posted, but I'd like to know if there is a way to edit props and models from Portal 2. I'm not sure if there is a tool on steam or not to do this. My plan is to use the body (or head) of a turret, and take off the legs, and have it act similar to a personality core, not with head movements or anything, just being able to be plugged into a mainframe or something, and perhaps make it able to flash its eye when it's talking. I DON'T KNOW HOW TO DO ANY OF THIS!
Also, I might need a little help getting it to act the way Wheatley does when you hold him in the single player campaign. As this is for a CO-OP map, and I know in the single player he appears only in the view of the player (WHICH I DON'T KNOW HOW TO DO EITHER) and doesn't appear in third person, I would need for the turret head to be either facing the player at all times on pickup or make 2 copies, one visible to the client and one to the server. If I make a physics object however, that doesn't really give all the perks and benefits of holding something like a personality core. If anyone has any little bit of information on how to do any of this, please respond, especially to the model editor part.
For future reference, I'm going to have a lot of questions, because I only started on hammer about a couple months ago, and I have big plans, that will utilize gameplay mechanics I haven't seen before, so if there is anyone who is well acquainted with the inner machinations of hammer, please PLEASE send a request on steam to me, Ace Ryder. If my plans hopefully come to fruition, and I find myself in over my head, I might post a formal request for major assistance, but for the time being I hope to have control over the direction of the project. (But if you're interested in helping out please contact me!)
Cheers!
Quote from FelixGriffin on June 26, 2013, 12:17 pmHello, and welcome to the site!
What you're talking about is model-decompiling. It doesn't work very well on Portal 2 models, so you might try the Portal 1 turret first.
Once you've decompiled it into an SMD and QC file, you should be able to import the SMD into Blender and then export to the modelling program of your choice. When you're done editing, put it back into Blender and save as an SMD.
Then you need to edit the QC for your model. Change the final model path and texture path (near the top), then add a texturegroup to give it two skins (if you used the Portal 2 turret, it will already have this part).
Then compile this model with Portal 2's studiomdl.exe and it should be good.
This is pretty complex, if you can do the actual model editing I can write a QC and compile it for you.
Hello, and welcome to the site!
What you're talking about is model-decompiling. It doesn't work very well on Portal 2 models, so you might try the Portal 1 turret first.
Once you've decompiled it into an SMD and QC file, you should be able to import the SMD into Blender and then export to the modelling program of your choice. When you're done editing, put it back into Blender and save as an SMD.
Then you need to edit the QC for your model. Change the final model path and texture path (near the top), then add a texturegroup to give it two skins (if you used the Portal 2 turret, it will already have this part).
Then compile this model with Portal 2's studiomdl.exe and it should be good.
This is pretty complex, if you can do the actual model editing I can write a QC and compile it for you.

Quote from Gemarakup on June 26, 2013, 2:10 pmThis may be off topic and impossible, but, has anyone thought of an idea of having a PTI editor on small units that uses proper? Not that it would be useful, because, it has no IO and it's easy enough just to use hammer.
This may be off topic and impossible, but, has anyone thought of an idea of having a PTI editor on small units that uses proper? Not that it would be useful, because, it has no IO and it's easy enough just to use hammer.

Quote from josepezdj on June 26, 2013, 2:46 pmAce Ryder wrote:Sorry if this has already been posted, but I'd like to know if there is a way to edit props and models from Portal 2Hey there! Well, I've decompiled several models and recompile them again successfully.
I basically learnt about decompiling from this awesome tuto by Skotty. You have the basic about QC files and models compilation on the wiki.
I also wrote a tutorial about Propper and there you'll find how to install and setup the useful tool GUIStudiomodel for re-compiling models for Portal2.
BUT.... if you are going to play to be Doctor Frankenstain
you'll need to learn modelling. Which needs a LOT of time
Good luck!
Hey there! Well, I've decompiled several models and recompile them again successfully.
I basically learnt about decompiling from this awesome tuto by Skotty. You have the basic about QC files and models compilation on the wiki.
I also wrote a tutorial about Propper and there you'll find how to install and setup the useful tool GUIStudiomodel for re-compiling models for Portal2.
BUT.... if you are going to play to be Doctor Frankenstain you'll need to learn modelling. Which needs a LOT of time
Good luck!
Quote from Ace Ryder on June 27, 2013, 8:04 amFelixGriffin wrote:Hello, and welcome to the site!What you're talking about is model-decompiling. It doesn't work very well on Portal 2 models, so you might try the Portal 1 turret first.
Once you've decompiled it into an SMD and QC file, you should be able to import the SMD into Blender and then export to the modelling program of your choice. When you're done editing, put it back into Blender and save as an SMD.
Then you need to edit the QC for your model. Change the final model path and texture path (near the top), then add a texturegroup to give it two skins (if you used the Portal 2 turret, it will already have this part).
Then compile this model with Portal 2's studiomdl.exe and it should be good.
This is pretty complex, if you can do the actual model editing I can write a QC and compile it for you.
THANKS FELIX! I will definitely search for Blender and such, try to make the model, and get back to you. I'd love to have someone who understands this help me.
What you're talking about is model-decompiling. It doesn't work very well on Portal 2 models, so you might try the Portal 1 turret first.
Once you've decompiled it into an SMD and QC file, you should be able to import the SMD into Blender and then export to the modelling program of your choice. When you're done editing, put it back into Blender and save as an SMD.
Then you need to edit the QC for your model. Change the final model path and texture path (near the top), then add a texturegroup to give it two skins (if you used the Portal 2 turret, it will already have this part).
Then compile this model with Portal 2's studiomdl.exe and it should be good.
This is pretty complex, if you can do the actual model editing I can write a QC and compile it for you.
THANKS FELIX! I will definitely search for Blender and such, try to make the model, and get back to you. I'd love to have someone who understands this help me.
Quote from Ace Ryder on June 27, 2013, 8:09 amjosepezdj wrote:Ace Ryder wrote:Sorry if this has already been posted, but I'd like to know if there is a way to edit props and models from Portal 2Hey there! Well, I've decompiled several models and recompile them again successfully.
I basically learnt about decompiling from this awesome tuto by Skotty. You have the basic about QC files and models compilation on the wiki.
I also wrote a tutorial about Propper and there you'll find how to install and setup the useful tool GUIStudiomodel for re-compiling models for Portal2.
BUT.... if you are going to play to be Doctor Frankenstain
you'll need to learn modelling. Which needs a LOT of time
Good luck!
Thanks! These tutorials will be very helpful. Hopefully I can figure it out in time. I've dabbled in modeling with Maya before, so maybe some of that knowledge can help playing Dr. F.
And this is to everyone: If anyone is willing to help me with this specific model I'd be most gracious!
Hey there! Well, I've decompiled several models and recompile them again successfully.
I basically learnt about decompiling from this awesome tuto by Skotty. You have the basic about QC files and models compilation on the wiki.
I also wrote a tutorial about Propper and there you'll find how to install and setup the useful tool GUIStudiomodel for re-compiling models for Portal2.
BUT.... if you are going to play to be Doctor Frankenstain you'll need to learn modelling. Which needs a LOT of time
Good luck!
Thanks! These tutorials will be very helpful. Hopefully I can figure it out in time. I've dabbled in modeling with Maya before, so maybe some of that knowledge can help playing Dr. F.
And this is to everyone: If anyone is willing to help me with this specific model I'd be most gracious!
Quote from Ace Ryder on June 27, 2013, 10:23 amSkotty wrote:Depending on what kind of help you need, I'll help.Thanks! First I have to dabble in Blender, which involves me following your tutorial
Thanks! First I have to dabble in Blender, which involves me following your tutorial
Quote from FelixGriffin on June 27, 2013, 11:18 amSkotty's probably the best modeller on the site, definitely take him up on that.
Skotty's probably the best modeller on the site, definitely take him up on that.