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Counter-Strike Online 2 (*.PKG)

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diasleon
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Re: Counter-Strike Online 2 (*.PKG)

Post by diasleon »

Do you try fixing 'texture' and 'model' problem ? (couldn't be opened)
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Re: Counter-Strike Online 2 (*.PKG)

Post by Ekey »

What you mean fix? Textures for example have 2 formats, normal VTF and new CO2. So there is nothing to fix!
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Re: Counter-Strike Online 2 (*.PKG)

Post by diasleon »

Hmm, why can't some textures (VTF) be opened?
Anyway, yesterday i asked my friend to port 'lighthost' player model from CSO2 to CS1.6 and he said: half of mesh was error and couldn't be ported. So i think there will be a problem with 'Model Decompiler' :D (like CSO1 with Nar Tool)
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Re: Counter-Strike Online 2 (*.PKG)

Post by Ekey »

diasleon wrote:Hmm, why can't some textures (VTF) be opened?
About new format > viewtopic.php?f=18&t=11734
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Re: Counter-Strike Online 2 (*.PKG)

Post by cra0 »

diasleon wrote:Hmm, why can't some textures (VTF) be opened?
Anyway, yesterday i asked my friend to port 'lighthost' player model from CSO2 to CS1.6 and he said: half of mesh was error and couldn't be ported. So i think there will be a problem with 'Model Decompiler' :D (like CSO1 with Nar Tool)
Once the texture problem is fixed the model bit is easy the mdl format hasn't changed that much. I plan on porting the models to CSGO and Garry's Mod.
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Re: Counter-Strike Online 2 (*.PKG)

Post by diasleon »

Can you help about player model 'lighthost' ?
I extract player model and hand 'lighthost' (models/zombie/lighthost), but when my friend ports it to CS1.6, he engages a problem: Half of model is lost
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He said that he needed Zombie_lighthost_body.mdl and Zombie_lighthost_hair.mdl ,... but i when i extracted the pkgs, i have only 'zombie_lighthost.mdl'

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Here is the full appearance of 'lighthost'
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Re: Counter-Strike Online 2 (*.PKG)

Post by cra0 »

diasleon wrote:Can you help about player model 'lighthost' ?
I extract player model and hand 'lighthost' (models/zombie/lighthost), but when my friend ports it to CS1.6, he engages a problem: Half of model is lost
Image

He said that he needed Zombie_lighthost_body.mdl and Zombie_lighthost_hair.mdl ,... but i when i extracted the pkgs, i have only 'zombie_lighthost.mdl'

Image

Here is the full appearance of 'lighthost'
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How is he opening up the mdls in milkshape?
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Re: Counter-Strike Online 2 (*.PKG)

Post by diasleon »

Well, firstly he uses 'Cannonfodder's HL2 MDLDecompiler' to decompile the mdl and then import those extracted smd files in Milk Shape 3D (as i think)
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Re: Counter-Strike Online 2 (*.PKG)

Post by cra0 »

diasleon wrote:Well, firstly he uses 'Cannonfodder's HL2 MDLDecompiler' to decompile the mdl and then import those extracted smd files in Milk Shape 3D (as i think)
Ah alright yeah that won't work the mesh pieces are split into multiple chunks inside the mdl they aren't missing it's just the mdl decompiler failing to decompile them I'll take a look at the format soon.
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Re: Counter-Strike Online 2 (*.PKG)

Post by diasleon »

Can u get me 'lighthost' player model :D
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Re: Counter-Strike Online 2 (*.PKG)

Post by cra0 »

diasleon wrote:Can u get me 'lighthost' player model :D
Yeah just give me some time I need to sort some stuff out before working on this
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Re: Counter-Strike Online 2 (*.PKG)

Post by diasleon »

I wonder if it's possible to port model from CSO2 to CS1.6 + keeping original animations :P
Can you put 'lighthost' on the top of the working list. i very need it for my project soon. :D
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Re: Counter-Strike Online 2 (*.PKG)

Post by diasleon »

no new? :D
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Re: Counter-Strike Online 2 (*.PKG)

Post by cra0 »

diasleon wrote:no new? :D
I have many things to do ok wait
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Re: Counter-Strike Online 2 (*.PKG)

Post by VcahwithKud »

diasleon wrote:no new? :D
be patience :)
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