MMM, Maybe someone has a .sql database backup from over the years from old forum.
You would be able to find his email that he used in the user database table and extract it. It would depend on if he was a user at the time of the backup.
I would be required to do a fair bit of digging through the .sql files in the FTL backup Signothorn sent me, which is a rather massive archive. Assuming that I did happen to stumble upon his email, and assuming that the same email address is still in use by him, there's a reasonable chance that any emails out to him would be ignored, especially if he rarely responded to Private Messages on the old forums. We'll simply have to hope that he finds his way here eventually.
I'd just open the .sql backup in text editor and search his username or import it to wamp mysql with something like HeidiSQL but pretty pointless as I think Wesp5 provided enough info on an email.
Wesp5 you could just email him and make him aware of the forum and inform him he is more than welcome to join. No need for a reply.
I have another question what is the command money and how to use it? I have tried in game the command but it didn't do anything so maybe I am missing something or some parameter.
I have a question related to the model, I was trying to use the female bum model for some action, but she didn't do it, I have noticed that some model can't do some action, how do I know which one can or can't do specific action?
You'd have to decompile the model to check what animations they have, I guess?
Most animations are shared by the PC and NPC models. They're stored in seperate models (the ones in "[...]models\character\shared\") and connected back into the character models. That's what the $includemodel lines in the *.qc are. When a model is loaded into the game, it also loads all the animations from any model an $includemodel line points at.
That said, most models have some unique animations included directly. The PC has the clan-specific idle animations, NPC's have unique animations for some of the lines they say in conversations with the player, and some characters have animations for the specific situation they appear in. For example, the Doomsayer in Santa Monica has unique animations for when he's yelling things.
So, yeah. You can't just freely swap around models because not everyone has the same animations attached. That's what I guess you're seeing.
You can do some wild things with python scripting, but that's completely outside my knowledge/experience.
Thanks for the answer and really sorry for the late reply.
Sorry to bother you again with something related to modeling. I am able to convert static_prop fine with crow bar hurray. Now in digging the internet I came accross this video:
I am looking to try to create some tools and tutorial to create stories more easily (and even thinking of creating a game that's how I came accross this video) so I am wondering if such tools could be usefull for us? For static_prop I don't see any problem, I need to have a deeper look but that's look promising. The modeling part for sure seems great at least for someone like me, and if I have understood, it is just linking the skeleton with DDLullu script for the pc model, but would it work for NPC model, using the same script?
And now something more crazy: I know we have our skeleton and animation but if I have understood, the skeleton used the stored animations in the different mdl, if we replace the skeletons of all animations in the mdls by using those mixamo animations (that have a crazy number) would it streamline the integration process with fbx converter for the model, like the guy in the video? Creating the fbx mesh -> upload in blender -> link to the replaced skeleton with a blender script -> export to mdl and voilĂ .
We could also create other animation but let's say would it be possible to change the skeletons and animations of the game just replacing the animations or something is hardcoded inside, probably the bones should have the same name (for example for the monney command) but would it be mandatory?
I am honestly kinda thinking outload to see if those tools could help me streamline the process of creating stories, changing settings/time period and other things, well creating different wod stories. But I guess if it is working that's a new world of creativity and possibility.
Ah, so I have to break the bad news to you. When it comes to modding VTMB, the answer to a lot of things is "you can't do that".
The answer to all this, for VTMB specifically, is no.
NPC models use vertex animations for the facial animations, and no-one in the modding community knows how Troika encoded the vertex animations. Troika made their own modifications to the Source Engine, so no other version of Source matches what VTMB does. The Formatter cannot produce a model with working vertex animations. Any model you compile with the Formatter, their face is frozen in place.
That's the problem in general. VTMB uses MDL version 2531, which is different from every other MDL version, even the one from HL2 Ep1.
To the best of my knowledge, none of the changes DDLullu made to PC and NPC models, and none of the tools he wrote for altering these models, actually compiles a v2531 MDL. His work injects changes into an existing MDL. All the modding tools we have for these models does that. We have no tools that can compile a v2531 MDL for the PC or an NPC.
So no, we can't add new animations to VTMB. You can mod all you want, but you can't port that work into VTMB.
Does this post read as harsh? I don't intend to be mean. This is the frustration that comes with modding this game.
Ah, so I have to break the bad news to you. When it comes to modding VTMB, the answer to a lot of things is "you can't do that".
The answer to all this, for VTMB specifically, is no.
NPC models use vertex animations for the facial animations, and no-one in the modding community knows how Troika encoded the vertex animations. Troika made their own modifications to the Source Engine, so no other version of Source matches what VTMB does. The Formatter cannot produce a model with working vertex animations. Any model you compile with the Formatter, their face is frozen in place.
That's the problem in general. VTMB uses MDL version 2531, which is different from every other MDL version, even the one from HL2 Ep1.
To the best of my knowledge, none of the changes DDLullu made to PC and NPC models, and none of the tools he wrote for altering these models, actually compiles a v2531 MDL. His work injects changes into an existing MDL. All the modding tools we have for these models does that. We have no tools that can compile a v2531 MDL for the PC or an NPC.
So no, we can't add new animations to VTMB. You can mod all you want, but you can't port that work into VTMB.
Does this post read as harsh? I don't intend to be mean. This is the frustration that comes with modding this game.
Thanks a lot, well I was guessing it, that's why I am looking also for other engine (but this depends on Paradox if they allow me to use the ip to do what I would like which is another story).
I guess it could still be usefull for prop_static, I am currently trying it (I am struggling with Blender but ok I will manage) so for now the workflow is open the blend and export to smd with the source tool, yesterday it failed on the conversion but I use our crow bar, I think if I use the one for Gmod, I could have the mdl in gmod and those are easily convertable to our engine with our crowbar.
I will have a look tonight, if I success, at least it still a win for us as we could create new prop from scratch (and for me the text to 3d is a dream coming true) then I will create a tutorial.
Saddly the blender which is in our sdk is crahing on my pc, I don't know why, so I am using a newer version.
After I will try to create a NPC using our skeleton and see how it goes.
And it is working. Ok I screw up with blender when trying to rename my texture, but, I export a model generated by meshy, I compile it in Garry's mod crowbar, decompile it using our crowbar and compile it again. So I have a half model without texture (which is fine as I didn't create one) but at least the model is viewable in our model viewer. There is probably better way to generate the smd directly from blender and I need to have a look to the qc, try to create a collision inside well it is the begining, but at least I know this is working. Anyone can generate a 3d model with words and have it in Bloodlines which is insane.
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