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[Question] Decompiling SFM models to mod tf2

A Forum Thread for Team Fortress 2

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I have got some models from SFM's workshop. Its tracer from overwatch.
I have noticed that its bones uses same name and positions so i thought why not?
But there is a problem, i imported a taunt animation to scout in sfm, and copied all its keyframes to tracer then,  tracer deformed.
Installing as a mod to tf2 crashes the game when i try to preview the scout in "Items" menu.
I have tried to decompile the both mdl's to see what is going on, but i don't have a clue what is going on now. How can i make this fully working?

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  • ViperL33T avatar
    ViperL33T username pic Joined 3y ago
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  • [N-Cognito] avatar
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    A majority of SFM models are generated using SFM's Compiler, which doesn't generate files needed for TF2 (which is why your game crashes)

    You'll have to decompile it, and recompile it with TF2's Compiler.

    Tracer deforms because the skeleton wasn't made to match Scout's. You'd have to manually edit the model to match Scout's pose, as well as exporting it with his skeleton. You most likely will need the Playermodel parameters for full functionality, so you'd have to edit Scout's QC appropriately. Flexes wont work since TF2 doesn't use HWM, and you'd have to do the flexes yourself or just forget about them.

    TL;DR - You actually need to spend time on it
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    Who even finishes mods, right?
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