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decompile MDL with CannonFodders

A Forum Thread for Team Fortress 2

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sure fire method

Googling this topic brings up nothing but confusion and locked threads with bad info. That is not how you help artists who don't understand version compatibility issues I'm here to fix that... -- This is HOW YOU DO: -- 0> Make sure you Extracted all 6 or so model files with GFScape to a folder 1> Make sure you have Notepad++ (http://sourceforge.net/projects/notepad-plus/files/) 2> Open the .MDL with NP++ and change the "IDST0" value back to "IDST," (or "IDST." if it's a Vmodel) & save. 3> Have the Latest version of the Decompiler: (http://www.chaosincarnate.net/cannonfodder/mdldecompiler.php) 4> Placed the .EXE in C:\Steam\steamapps\{user}\sourcesdk\bin\ep1\bin where it will always load without giving "APP/Q" whatever errors. (Otherwise you have to rewrite steamApp ID's and get some kinda hacked DLL file for no real advantages that I'm really aware of...) 5> Turn off the "use Steam File Access" option or you'll get an APP 211 error/crash 6> copy-paste or manually type in the directory fields of your MDL Input and Output fields to avoid other crashes. The reference SMD should be creted (and some other files) & then load fine in 3dsMax or Maya. If they don't then you got bad import plugins or something. HTH

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