![source unpack hlmv source unpack hlmv](https://www.wunderboy.org/images/ss/hlmv_2.jpg)
To convert your model's material(s), just open the. Now, just hit 'Decompile' and your mesh is ready for now. There are others so decide for yourself). There are a few settings you can change for less cluttered folders, but I do other things with Crowbar so leave them checked (Namely unchecking 'Bone animation SMD files' and 'QC files'. For an output folder, I recommend putting it within your Source 2 project folder, you can see my paths and settings below: To convert models to the correct format, open up Crowbar, and making sure you are in the 'Decompile' tab, set the 'MDL file or folder' to the one of the model you need the SMD of. SMD files, and for your textures, they should be image files such as. Now that you've got the files you're going to port, you need to have them in a format that Source 2 can import. Extract them to the same folder as your model's files (for convenience). If there are multiple of the same name, do the same path navigation strategy as I showed before with the tf2_misc_dir.vpk file. Now, within GCFscape and search for your texture's name with the same settings. The latter is an alternate skin, so I won't worry about that just yet. It will show you what materials your model uses, and their location.Īs you can see here, my model uses two materials, 'track_mining' and 'track_mining_blue'. MDL file and then go to the 'Model' tab within GCFscape. Click 'File', then 'Load Model' and then navigate to the folder in which you placed your model's files. To obtain your model's textures, open 'tf2_textures_dir.vpk' from the same location, and then open HLMV.exe. To extract them, simply drag them from GCFscape onto an open folder, or right click them and select 'extract'. There should be 5 files for your model, shown here with my example: For me, it is something like Models -> Props_mining and my model is located in that folder. If there are multiple models with the same name, click the folder called 'Root' on the right, and then navigate to the model's path manually. If you wanted something like 'window001' but also found 'window001b', don't worry about porting the latter unless you want to. It should look something like this:Īfter you hit 'Find', it will show you all files that contain the string that you searched. Type your model's name into the field, and set Match to 'substring'. To obtain your model's files: Open GCFscape and navigate to the /tf/ folder. I will be using the prop 'track_straight_256.mdl' for this tutorial.Įxtracting your files (not necessary if your files are not stock tf2 files, this is for models located within the. What you'll need will be the model's files and the model's material files (One or more. To start off, you need to get all of your files ready for porting over.
#Source unpack hlmv how to
I cover how to set up the Workshop Tools in Part 1 of my series. *The Destinations Workshop Tools, or other method of accessing Source 2's editors. *VTFedit (not necessary but highly recommended) *HLMV.exe (found in your /team fortress 2/bin folder) Part 2: Porting Source 1 materials over to Source 2 Part 1: Setting up the Destinations Workshop tools for Source 2
![source unpack hlmv source unpack hlmv](https://images.gamebanana.com/img/ss/tools/6014155f81961.jpg)
Part 3 of my Source 2 tutorial series! You can find parts 1 and 2 below: This tutorial will be covering how to port Source 1 model files (.MDL + some other stuff) into Source 2 viable files (.VMDL).