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How to make any ValveBiped model into a player

A Tutorial for Portal

this very simple tutorial tells you how you can make any ValveBiped work as the player in Portal

Here I will show you how to make any player model work in Portal. Step 1: extracting the model. you will need GFCsrape. you will need this to get the already compiled model, say from GMod, CS:S, DOD:S, HL2DM, ect, out of it's VPK archive. Step 2: Decompiling. you will need Crowbar. You will need this do decompile the model into it's raw Text data. Step 3: Editing. I recommend Notepad++ for this, but it's not a requirement. Now that they are decompiled into raw text, edit the "(modelname).qc" file and where you see "$includemodel" pay attention to all of those names, you will need to copy them to your Portal custom folder. now, put a new line, and then put "$includemodel player/(male/female)_anims.mdl" Step 4: Compiling the model. you will need GUIStudioMDL for that (or use Crowbar again). Now that you have edited the model to have that extra line of text, compile it. It doesn't matter what game you chose, just copy the compiled model from it's install and move it to a custom folder in your Portal install. Step 5: Setting it up to work in game. Now that it's compiled, it SHOULD work. all you have to do is this: - copy every thing that is listed in "$includemodel" in the SAME spot into your Portal custom folder. - Download the animations for this and put it in the portal custom folder. - Rename the model and it's parts you compiled to be called "chell.(whatever)" Set 6: Try it out. Test it in-game to see if it worked. NOTE: sometimes the textures bug the fuck out when recompiling.

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  • 7mo
    mikahmario avatar
    mikahmario Joined 5y ago
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    Could you add in some extra animations to get this to be compatible with Portal 2? Those animations would be:
    portalgun_airwalk
    portalgun_jump_float_tbeam
    portalgun_jump_float
    nogun_airwalk
    portalgun_tractorbeam_float
    portalgun_speedrun
    portalgun_jumpfloat
    portalgun_jump_spring
    noGun_jump_float
    portalgun_thrash_fall
    portalgun_speedpaint_run
    portalgun_standing_point
    portalgun_drown
    portalgun_somersault
    Bananite
  • 11mo
    all i want to know is how you got the zero suit samus skin for chell becuase i really want to use that
    Bananite
  • 3y
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    Paynamia Joined 9y ago
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    > **Posted by 5magmacubes**
    >
    > what's the difference between male_anims and female_anims?

    In the old version of the animations, it was only the bone length. In the final version (released yesterday), the male and female files use different idle animations, to remedy the weird snap in the old idle animation, and to fix the way the female animations made the characters hold their arms out.
  • 3y
    RaraCerberus avatar
    RaraCerberus Joined 4y ago
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    > **Posted by 5magmacubes**
    >
    > what's the difference between male_anims and female_anims?

    Not really much. It's just the anims from HL2DM modded for Portal ValveBiped players.
    Howling to the wind~
  • 3y
    what's the difference between male_anims and female_anims?
    Some Guy Who's inexperienced
  • 4y
    aaronlink127 avatar
    aaronlink127 Joined 5y ago
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    or just use my tutorial, and you don't need crowbar, or anything, just notepad++: https://www.youtube.com/watch?v=-l2M-e_SrWs
  • 4y
    Paynamia avatar
    Paynamia Joined 9y ago
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    The attachments for the most part aren't necessary. Attachments like forward, eyes, mouth and chest are required for facial animations. The portal gun model is attached via bonemerging, however, and not with model attachments. The modified w_portalgun.mdl included with the animations has both the Portal and ValveBiped hand bones, so it can merge to both types of models. Also, the textures screwing up upon recompile is most likely a product of the decompiler moving the uvmap down. Both MDLDecompiler and Crowbar do this. To fix it, you can either open the model in some form of editor and fix the UV map or disable "Clamp V Coordinates" on the vtf.
  • 4y
    RaraCerberus avatar
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    > **Posted by Ganryu**

    > To my knowledge, Crowbar has a built-in compiler as well. There's no need to use something as outdated as GUIStudioMDL.

    really? man, I need to pay more attention...
    guess I can get rid of dat buggy thing.
    Howling to the wind~
  • 4y
    YellowJello avatar
    YellowJello username pic Joined 14y ago
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    > **Posted by TwoTails**

    > > **Posted by YellowJello**
    >
    > > Please change all the BBcode into HTML. >_>
    >
    > Yeah sorry, I didn't notice that it didn't accept my BBcode. i'll fix that shortly.

    Thanks! Looks great!

    8.7

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    Mantra
    Jiggle Jiggle
  • 4y
    Ganryu avatar
    Ganryu username pic Joined 8y ago
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    There.
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    Ganryu avatar
    Ganryu
    Helpful Toastie
    To my knowledge, Crowbar has a built-in compiler as well. There's no need to use something as outdated as GUIStudioMDL.
    • Agree x 1
    Not as serious as you'd think.
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Credits

Key Authors
TwoTails
wrote the Tutorial
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SkyNinja at MODDB
made the animations that made this possible

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RaraCerberus Joined 4y ago
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Difficulty Level
Beginner Difficulty

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Modelling

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Posts
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8,599
Date Added
4y
Date Modified
4y

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