Left 4 Dead 2

Left 4 Dead 2

nekomdl (modified studiomdl)
115 Comments
Rexcilius 28 Aug @ 2:51pm 
can this go past the 256 bonelimit?
Toppi 7 Aug @ 12:39am 
It seems that recent patch 2.3.0 have problem with $collisionjoints as its subcommand $mass, $inertia, and $rootbone etc resulted as a "bad command"
ched salvia 26 Jul @ 5:28pm 
you're the best! fuck the default studiomdl XD
Sirhephaestus 8 Jul @ 5:01am 
That is unfortunate because dx80 still has powerful uses in CS:S, plus causes issues for people using it if there's no model. Thanks for the reply though.
nekonacho  [author] 8 Jul @ 3:22am 
dx80 related features have been removed.
nekonacho  [author] 8 Jul @ 3:11am 
别的版本的起源引擎如csgo或gmod,它们的骨骼上限是256。这个编译器不是l4d2专用的
kill-falldown 17 Jun @ 5:12am 
:gordon:非常感谢!这个工具对我的帮助非常大!!!:insfist:
MxDlZnB 7 Jun @ 6:57am 
256骨骼能编译 但是进游戏它炸啊..
JI06CT3P 28 May @ 2:44am 
Fantastic!!!!:steamthumbsup::steamthumbsup::steamthumbsup::steamthumbsup::steamthumbsup::steamthumbsup:
Sirhephaestus 1 May @ 10:22am 
How do i get it to generate dx80 files? It doesn't seem to do it by default. Thanks.
Edison Gar 17 Apr @ 10:16pm 
If flex verts is over 10000, is it possible to compile it? Cause I did and when I test in the game and it results crash.
Orpheria 17 Feb @ 9:09am 
When using nekomdl for my model, something happened to my eye coords? The eyes in game don't work, when im using normal compiler it's fine
AtomicTEM 7 Feb @ 5:33am 
Would it be possible to add a $inlcludemodel type qc commands that doesn't ignore models or textures?
Vavency 1 Feb @ 3:13pm 
Looks like I found a chicken and an egg problem:
```
$declaresequence "pose"
$append "pose" origin 1.0 1.0 1.0
```
`pose` exist in an animation mdl thus the need for `$declaresequence`, nekomdl ends up crashing with access violation.

I don't expect this to be fixable as even simple append like `hidden` don't take affect.
Moon. 20 Jan @ 12:15pm 
Hey, would it be possible to increase the vertex limit? Models that compile fine with cra0kalo give an assert error with this one. It's great to finally go over 64 mats, but I have to split models anyways because of the vertices.
zarawig 15 Jan @ 11:46pm 
为什么在进行gmod模型编译时、模型会出现裙子的一根骨头额外翘起?vrd动画编译的两根腿骨哪根在前、哪一边的裙子就会额外翘起
Pro100_Red_Mushroom 29 Dec, 2024 @ 10:09am 
would it be possible to allow flexfile to be defined under bodygroups for SMDs?
so for example:

$bodygroup BodygroupModel
{
studio "BodygroupModel1.smd" {
flexfile "BodygroupModel1.vta" {
defaultflex frame 0
flex "Flex1" frame 1
}
flexcontroller my_group range 0 1 "Some flex"

%Flex1 = "Some flex"
}
studio "BodygroupModel2.smd"
blank
}

this would be very useful for toggleable parts of a model that have flexes, like beards and such.

also, great work! :luv:
Agent47 14 Dec, 2024 @ 8:23am 
well well I did some tests and here I leave you the advantages and disadvantages of this modified mdl study

1)ADVANTAGES

-128 MATERIALS ARE ALLOWED TO THE EXTENT OF

-THE ANIMATION SEQUENCE CAN BE EXTENDED UP TO 60 FRAMES PER SECOND

-CAN SUPPORT MORE THAN 100 BONES

2)DISADVANTAGES

-WHEN USING THIS COMMAND $FileBufferSize
THE MODEL IS COMPILED ACCORDING TO THE VERTICES OF THE MODEL FOR EXAMPLE I HAVE A MODEL WITH GREAT DETAILS THAT OCCUPIES A LARGE NUMBER OF VERTICES SO YOU CAN USE IT UP TO 64

(BUT THEY DON'T CONFIDENT IF YOU CAN COMPILE IT BUT IF YOUR MODEL HAS VTA FILES VTA. I'M SORRY TO TELL YOU THAT THE EXPRESSIONS WILL NOT BE COMPILED, THEY WILL BE IN THE EASY EXPRESSIONS SECTION BUT THE MESH WILL BE DIVIDED UP TO 100 TIMES SO IT'S NOT WORTH COMPILING IT WITH A CDM THANK YOU..
mav 18 Nov, 2024 @ 5:30pm 
what is "AppendScale"?
白某人 10 Nov, 2024 @ 6:41am 
@Agent47 That's what happened to me:steamthumbsup:
Agent47 9 Nov, 2024 @ 9:03am 
EXCEPTION_ACCESS_VIOLATION' (assert: 1)
help ?
Voyager1969_ 28 Oct, 2024 @ 6:55pm 
This was very helpful, thank you very much for your work. ٩(ᵔ ᵕ ᵔ )و
江城 27 Oct, 2024 @ 3:49am 
神!
Deep 29 Sep, 2024 @ 8:37am 
woc you are my savior
AtomicTEM 25 Sep, 2024 @ 10:03am 
Why don't you upload this to Gamebanan underSource Tool or upload it to Github?
NanaNana 22 Sep, 2024 @ 12:39am 
[00000400] [keeping] [Body001] flags: lod0,
[00000400] [keeping] [网格001] flags: lod0,

网格被算进骨骼里了
夜袭 14 Sep, 2024 @ 6:03pm 
能够添加$boneflexdriver <bone_name> <graph_axis> <flex_name> <min> <max> 命令吗,需要骨骼控制flex顶点动画的功能
nekonacho  [author] 16 Aug, 2024 @ 3:43am 
@ChimiChamo I assume you're using an older version? I didn't encounter this bug in the latest version.
nekonacho  [author] 15 Aug, 2024 @ 10:27am 
@ChimiChamo Can you provide files that reproduce the bug?
You can add me as a friend to send it privately.
nekonacho  [author] 15 Aug, 2024 @ 10:21am 
It was previously an undisclosed experimental feature that could mess up the animations of other mdl's in the game. To prevent abuse, this will not be available until the issue is resolved.
ched salvia 15 Aug, 2024 @ 7:42am 
will $antidecompile make a return? it was the only reason why i wanted to use it instead of studiomdl :tank:
ChimiChamo 15 Aug, 2024 @ 1:12am 
seems to spit out a "ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)" whenever generating the optimised mesh and theres a few lod models included. this happens with the regular survivor models so the polycount would be normal, and compiling with studiomdl instead of this seems to work fine
❤IBRS❤ 11 Aug, 2024 @ 7:16am 
谢谢大佬!:steamthumbsup:
VictorZ 11 Aug, 2024 @ 5:33am 
感谢作者,给mod制作,尤其是我这种初学者带来了很大的便利,不需要拆模型,骨骼等各种限制也改善了非常多
nekonacho  [author] 11 Aug, 2024 @ 2:37am 
已更新
❤IBRS❤ 8 Aug, 2024 @ 1:17pm 
能提升 flex 能影响的顶点上限吗?我有一个带有 flex 的 dmx 文件,用 nekomdl 编译会显示ERROR: Too many flexed verts 11994 (10000),用 SFM 的 studiomdl 可以正常编译。
ched salvia 4 Aug, 2024 @ 10:56pm 
thanks ill test it later
nekonacho  [author] 4 Aug, 2024 @ 10:43pm 
@ched salvia
Updated
ched salvia 4 Aug, 2024 @ 1:20pm 
" WARNING: model has too many verts, cutting into multiple models. (49963/43333)"
ched salvia 4 Aug, 2024 @ 11:48am 
are you updating this mod? if so, can you raise the vert limit? (studiomdl has a much large limit) also, the split-smd function will break any movable part in the model
nekonacho  [author] 3 Aug, 2024 @ 2:05am 
no
ched salvia 2 Aug, 2024 @ 6:53am 
are you able to "encrypt" models? ($AntiDecompile, or something like that???)
nekonacho  [author] 30 Jul, 2024 @ 9:24pm 
All lines after this command
ChimiChamo 30 Jul, 2024 @ 9:49am 
does $ReverseJiggleBoneRotation apply to all jigglebones or only specific ones you add the line to?
sharaj00 14 Jul, 2024 @ 9:26am 
indeed. didn't know that the dmx version had any effect on anything, thanks
nekonacho  [author] 14 Jul, 2024 @ 6:03am 
The dmx version is too low.
The bone limit can be increased by passing the command line argument "-maxbones 256" to the compiler.
sharaj00 14 Jul, 2024 @ 1:51am 
sure [drive.google.com], i've put there source files of example, also one compiled with Crak0kalos studiomdl
btw, neko doesn't fully support this model because it has more than 129 bones, but Crak0kalos does(so for example i just reduce their count so that neko can compile it)
nekonacho  [author] 13 Jul, 2024 @ 8:27pm 
I've been using the pps trick myself and it works fine.
Most of the people using this compiler have used it as well, haven't seen it in your case.
Can you send me the necessary part of the source file to check?
sharaj00 11 Jul, 2024 @ 8:06am 
i use this when compiling non-standard models for gmod, but your compiler doesn't work with it
sharaj00 11 Jul, 2024 @ 8:04am 
you don't know about proportion trick ?