7d94f2befa
Crazycarl: Make RPG face where its actually aiming |
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buildable | ||
editor | ||
effects/conc | ||
flag | ||
grenades | ||
items | ||
player | ||
projectiles | ||
shells | ||
weapons | ||
README.md | ||
setup.bat |
fortressforever-models
The model source files of Fortress Forever
Note: The files in this repository are not guaranteed to be up-to-date with the compiled models that are currently distributed with the game.
Setting up Studiomdl
- Install Source SDK
- In Steam, go to the Library tab and select Tools from the dropdown
- Find Source SDK in the list and install it
- Setup Source SDK
- Run Source SDK once (it will install some misc files and set the
sourcesdk
environment variable for you). Close it once it is finished. - Download and run
setup.bat
- Set The Current Game
- Open Source SDK
- Select Source Engine 2006 as the Engine Version and Fortress Forever as the Current Game
- You can now close Source SDK as it's no longer needed
Compiling a Model
If compiling the player models, simply run compile.bat inside player\ff_player_shared\compile
and check the output for where Source SDK has put the resulting file.
To compile a model, use studiomdl.exe
found in Steam/steamapps/common/SourceSDK/bin/ep1/bin
. When you launch Source SDK (see setup instructions), an environment variable named SourceSDK
will get set to the Steam/steamapps/common/SourceSDK
directory path, so you can use %SourceSDK%/bin/ep1/bin/studiomdl
as a shortcut to studiomdl that will work across different machines.
Example commands to compile the tranquilizer viewmodel:
cd weapons/tranq/viewmodel
"%SourceSDK%/bin/ep1/bin/studiomdl" v_tranq.qc
Assuming you followed the setup instructions above, the compiled models will be output into the Steam/steamapps/common/Fortress Forever/sdk
directory (not into the main mod directory), so you'll need to copy the newly compiled files into Steam/steamapps/common/Fortress Forever/FortressForever
For more information about studiomdl, see https://developer.valvesoftware.com/wiki/Studiomdl