MS:C Model UV Fixes

dot_rich

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Hello! By request I'm posting this on the forum.

I have been decompiling models with stretched/warped or heavily misaligned textures. I will only do this for original MS:C models. In specific cases I may also fill in any single poly holes so that new vertices are not added and the animations are untouched. I may also clean up the model, removing unused faces and vertices. Any models I work on will have their animations intact, their submodels and their skins intact.

Models fixed:
  • Giant rat
    • Media is outdated but still represents the model.
    • UZuHERb.png
      • 2021/05/04
        • added polys to bottom of giant_rat paws
        • slightly adjusted UV of wolf heads submodels to hide seams
      • 2021/05/07
        • replaced decompiled BMPs with source BMPs
        • readjusted UVs
  • Orc (and all submodels)
    • Media is outdated but still represents the model.
    • QpRu5yv.png
      • 2021/05/07
        • replaced decompiled BMPs with source BMPs
        • redid the UVs for arms, torso, great axe, shortswords and teeth
  • Balance Priest 1 (and all heads) aka Edana bank guy
    • unknown.png
      • 2021/05/11
        • holes in hand, head and bottom of neck filled in
        • UVs completely redone
        • dress mesh cleaned up
Models Planned:
  • Commoner NPCs
I've included Blender 2.81a project files, models, SMDs and BMPs from source. Balance Priest 1 uses decompiled files as source is unavailable. Thanks to Rhudeanlorat for source files.
 

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  • msc-uv-fixes-2021-05-11.rar
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Rhudeanlorat

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I could tell you tales of the rat. Granted, I could tell several stories about several textures in Valve's Half-Life.wad, so that's neither here nor there.

But alas, pretty pictures everywhere and not a drop to drink.
 

dot_rich

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I could tell you tales of the rat. Granted, I could tell several stories about several textures in Valve's Half-Life.wad, so that's neither here nor there.

But alas, pretty pictures everywhere and not a drop to drink.
I've attached the mdl files but they are not visible
 

Rhudeanlorat

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Hrmmm... That is odd. I also whish I knew why we still have to approve of your posts.

Though the .mdl alone file would be problematic, as decompiling models tends to skew UV's. Would need the SMD's+BMP's for work this delicate. If the fixes are done with HLMV, while they might be useful for clients, we can't update the source with those. You may indeed need the original sources to make that work as $cliptotextures is used to conserve texture memory on all MSC models. (Particularly problematic with the orc.)
 

dot_rich

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Hrmmm... That is odd. I also whish I knew why we still have to approve of your posts.

Though the .mdl alone file would be problematic, as decompiling models tends to skew UV's. Would need the SMD's+BMP's for work this delicate. If the fixes are done with HLMV, while they might be useful for clients, we can't update the source with those. You may indeed need the original sources to make that work as $cliptotextures is used to conserve texture memory on all MSC models.
This does explain a few things. I wouldn't mind the sources, however with the models I've already fixed I have made them work. From what you're saying the models were recompiled sometime in the past but were not done from source. Does that mean the source files are gone?
 

Rhudeanlorat

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I'm saying if we integrated them, your fixes would be gone the next time the models were updated, as they can't be integrated with the original source files.

Here's some sauces... Though we don't seem to have a sauce for the banker, or it's awfully buried if we do.

Seem to have misplaced our morc sauce as well.

Mind these are the sort of fixes my tired old eyes can't detect, so I'll have to take your word for it.
 

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  • commoner_sauce.7z
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dot_rich

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I'm saying if we integrated them, your fixes would be gone the next time the models were updated, as they can't be integrated with the original source files.

Here's some sauces... Though we don't seem to have a sauce for the banker, or it's awfully buried if we do.

Seem to have misplaced our morc sauce as well.

Mind these are the sort of fixes my tired old eyes can't detect, so I'll have to take your word for it.
Thanks, I was mid-way working on the chest banker under the model 'balancepriest1.mdl' and 'balancepriest2.mdl'.
 

dot_rich

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I notcied the snake animation is broken in the source file and the model from source and release are exactly the same.

Is the snake being broken the reason for it being decompiled in the first place? I'll try to fix it in that case...

Edit: I decided to use the decompiled animations instead as they haven't changed in 9 years.
 
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Rhudeanlorat

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I don't know what I have to do to make the darn board recognize you as a registered user, so we don't have to pre-approve every post.

Not sure what is "broken" about the animation - I think the snake may use "fake movement" in the script, so fixing a broken movement anim might change how it moves. (Looking at the script though, it looks like it is using standard LX movement.) Any updated animation needs to find its way back into the source files though.

Decompiling rarely affects animations, so much as UV maps, but it varies with the tool used and the model.
 

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Updated OP with balancepriest1 and new files
 

Rhudeanlorat

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Would it be possible to include the decompiled sources (ie. SMD+BMP+QC), so if edits are made to the model, the UV fixes wouldn't need to be re-applied due to flaws in the new resulting decompile?

If these changes were made from the HLMV, I can integrate them into a new installer, but the result will be the fixes will likely be lost, should the model need new events or such in the future.
 

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Would it be possible to include the decompiled sources (ie. SMD+BMP+QC), so if edits are made to the model, the UV fixes wouldn't need to be re-applied due to flaws in the new resulting decompile?

If these changes were made from the HLMV, I can integrate them into a new installer, but the result will be the fixes will likely be lost, should the model need new events or such in the future.
The attached rar has the compiled models as well as the source files (SMD+BMP+QC). I state this at the bottom of the OP.
 

Rhudeanlorat

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Oh, excuse me, I somehow did not see the "modelsrc" folder.

Excellent! I'll get started in integrating this into the next installer and the archives.
 

Rhudeanlorat

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Here's the re-compiled package for you to check over, if you wish. Also, if anyone wants to use these, they can applied to your MSC install, hopefully without issue.

The folder dependent .qc differs from the usual archive convention, so they had to be slightly edited to play nicely with the existing batch files that compile and distribute these to the appropriate folders, but I don't foresee any issues. If there's event issues, they'll only show up server side (or on a listenserver), by the monster being unable to strike or reset animations.

I also recompiled the orc_big.mdl with the same materials. Shouldn't cause issues, as I believe it's just rescaled, rather than "fattened".
 

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