Decompile a Goldsrc .MDL file without UV shifts

A Tutorial for Counter-Strike 1.6

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Tired of having your perfect UVs shifting upon decompiling? Here's a way to prevent it!

Ladies and Gentlemen, I'd like to announce to you that me, AleKKDNIO071, and other people from Sven Co-op's discord, while we were discussing UV shifting issues, have finally discovered the way to decompile any goldsrc model while keeping the UVs 100% stable! Which Ends our major problem in Goldsrc skinning..

Requirements:


Steps:

  1. So first of all you decompile the model with Valve's MDLDecompiler as usual
  2. Now open Crowbar tools and choose the .mdl file you want to decompile, make sure the output folder is located away from files dumped by Valve's MDLD
  3. Now go to the output file where crowbar put the decompiled files (the one you chose obviously) And Copy the reference .SMDs ONLY and paste them to a new folder
  4. Copy Valve's dumped .qc file to the new folder You've put the .SMDs in.Now you're in front of 2 ways, they're pretty much the same result, but I'll explain them anyway:1- First Method here is to compare the .SMD file names you copied with the ones in Valve's .qc file format and rename the .SMDs one by one and make sure to follow the same order in the .qc file2- The second method is to rename the references mentioned inside the .qc file to match the ones you decompiled with crowbar
  5. Now copy the Animation .SMD files into the new folder along with the texture files
  6. Now do the edits you want to the skin (like dead frames removal, re-origin, bla bla..)
  7. Recompile your .mdl again, but DOn'T use Valve's StudioMDL because it'll shift the UV again! So better use the StudioMDL I linked in the requirement section on top of the tutorial
  8. Lastly, enjoy your skinning! :D

If you've got any questions comment below and I'll try to answer asap, also please rate this tutorial to make it featured on the homepage for a few days so it'll arrive to all the modders in the site, also if you know any other Goldsrc modding community please share this tutorial there so we reach everyone possible!

Posts

  • 3mo
    euni_qho.15 avatar
    euni_qho.15 Joined 1y ago
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     ..thanks for this tut men.. ill try this ^.^

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    Mantra
  • 5mo
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    Mantra
    say what you want, I'm crazy!
  • 5moEdited 5mo
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    schiff. MasterEmile

    So you guys aren't believing this tutorial actually makes sense?

    I can prove to you that the UV barely moves using this tutorial! Here's a comparison between the P250 model's I decompiled to remove some dead frames and the one after recompiling using this tutorial:
    Original:

    Recompiled:


    As you can see it's 99% the same.
    Also it's not always easy to fix UVs through MS3D or other programs, you'll still have some differences and honestly it gave me headaches few times!
    Still Alive.. avatar
    Mantra
    Still Alive..
  • 5mo
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    You do know the decompiler and compiler we have today are out dated. You still have to fix the uv map on textures either way.

    I hate to break your tutorial but your just adding more work on a simple task that can be done by Milkshape itself. 
    • Agree x 4
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  • 5mo
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"If i decompile GoldSRC model with Crowbar will it shift the UVs of .SMDs?"
DNIO071
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5mo
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