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Reed

How to Convert Cs 1.6 To Css

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this is a short tut on how to port a weap on cs 1.6 to css

 

What You Will Need

 

Crowbar - for compiling/decompiling

 

Notepad 

 

Lets Get Started : !9o

 

 

First You need to get the gun u want to port, mine is the p90 then put it in a folder name it "Skin" or any type of name u want.

 

After u got ur gun skin open up crowbar And Then Decompile The Gun You wanted to port.

 

d3RPK3k.jpg

 

 

Then after that you will see a file called "v_name_qc"(do not edit anything except the qc file) 

 

qhOZyPu.jpg

 

open it with notepad and then You will see a bunch of stuff in it Your going to have to modify all the hbox, put // near it like so 

 

this is just an example

 

$HBox 0 "Bolt" -0.265943 -3.644403 -0.590984 2.324538 3.654253 0.561435

 

to

 

// $HBox 0 "Bolt" -0.265943 -3.644403 -0.590984 2.324538 3.654253 0.561435

 

after this u will see sequence and stuff underneath it this is what u have to do

 

this is just an example

 

$SectionFrames 30 124
 
$Sequence "idle" {
"v_smg_p90_anims\idle.smd"
fadein 0.2
fadeout 0.2
snap
fps 30
}
 
$Sequence "reload" {
"v_smg_p90_anims\reload.smd"
{ event 5004 15 "weapons/p90_cliprelease.wav" }
{ event 5004 31 "weapons/p90_clipout.wav" }
{ event 5004 55 "weapons/p90_clipin.wav" }
{ event 5004 67 "weapons/p90_cliprelease.wav" } rotate -90
{ event 5004 86 "weapons/p90_boltpull.wav" } w
fadein 0.2
fadeout 0.2
snap
fps 37
}
 
$Sequence "draw" {
"v_smg_p90_anims\draw.smd"
{ event 5004 1 "Weapon_P90.draw" } rotate -90
{ event 5004 8 "Weapon_P90.boltpull" } rotate -90
fadein 0.2
fadeout 0.2
snap
fps 37
}
 
$Sequence "shoot1" {
"v_smg_p90_anims\shoot1.smd"
{ event 5001 0 "21" }
fadein 0.2
fadeout 0.2
snap
fps 30
}
 
$Sequence "shoot2" {
"v_smg_p90_anims\shoot2.smd"
{ event 5001 0 "21" } 
fadein 0.2
fadeout 0.2
snap
fps 30
}
 
$Sequence "shoot3" {
"v_smg_p90_anims\shoot3.smd"
{ event 5001 0 "21" }
fadein 0.2
fadeout 0.2
snap
fps 30
}
 
Ur going to have to place the activity like this, u can get this activity command from any css decompiled weapon skins
 
$SectionFrames 30 124
 
$Sequence "idle" {
"v_smg_p90_anims\idle.smd"
activity "ACT_VM_IDLE" 1 
fadein 0.2
fadeout 0.2
snap
fps 30
}
 
$Sequence "reload" {
"v_smg_p90_anims\reload.smd"
activity "ACT_VM_RELOAD" 1
{ event 5004 15 "weapons/p90_cliprelease.wav" }
{ event 5004 31 "weapons/p90_clipout.wav" }
{ event 5004 55 "weapons/p90_clipin.wav" }
{ event 5004 67 "weapons/p90_cliprelease.wav" } 
{ event 5004 86 "weapons/p90_boltpull.wav" } w
fadein 0.2
fadeout 0.2
snap
fps 37
}
 
$Sequence "draw" {
"v_smg_p90_anims\draw.smd"
activity "ACT_VM_DRAW" 1
{ event 5004 1 "Weapon_P90.draw" } 
{ event 5004 8 "Weapon_P90.boltpull" } 
fadein 0.2
fadeout 0.2
snap
fps 37
}
 
$Sequence "shoot1" {
"v_smg_p90_anims\shoot1.smd"
activity "ACT_VM_PRIMARYATTACK" 1
{ event 5001 0 "21" }
{ event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_57 2 100" } 
fadein 0.2
fadeout 0.2
snap
fps 30
}
 
$Sequence "shoot2" {
"v_smg_p90_anims\shoot2.smd"
activity "ACT_VM_PRIMARYATTACK" 1
{ event 5001 0 "21" } rotate -90
{ event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_57 2 100" } 
fadein 0.2
fadeout 0.2
snap
fps 30
}
 
$Sequence "shoot3" {
"v_smg_p90_anims\shoot3.smd"
activity "ACT_VM_PRIMARYATTACK" 1
{ event 5001 0 "21" }
{ event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_57 2 100" } 
fadein 0.2
fadeout 0.2
snap
fps 30
}
 
after that u will see some texture families and $Flags, go delete those commands like so 
 
dF2YYNa.jpg
 
then after that you need to put rotate -90 on each sequence like so 
 
$SectionFrames 30 124
 
$Sequence "idle" {
"v_smg_p90_anims\idle.smd"
activity "ACT_VM_IDLE" 1 rotate -90
fadein 0.2
fadeout 0.2
snap
fps 30
}
 
$Sequence "reload" {
"v_smg_p90_anims\reload.smd"
activity "ACT_VM_RELOAD" 1
{ event 5004 15 "weapons/p90_cliprelease.wav" }
{ event 5004 31 "weapons/p90_clipout.wav" }
{ event 5004 55 "weapons/p90_clipin.wav" }
{ event 5004 67 "weapons/p90_cliprelease.wav" } rotate -90
{ event 5004 86 "weapons/p90_boltpull.wav" } w
fadein 0.2
fadeout 0.2
snap
fps 37
}
 
$Sequence "draw" {
"v_smg_p90_anims\draw.smd"
activity "ACT_VM_DRAW" 1
{ event 5004 1 "Weapon_P90.draw" } rotate -90
{ event 5004 8 "Weapon_P90.boltpull" } rotate -90
fadein 0.2
fadeout 0.2
snap
fps 37
}
 
$Sequence "shoot1" {
"v_smg_p90_anims\shoot1.smd"
activity "ACT_VM_PRIMARYATTACK" 1
{ event 5001 0 "21" }
{ event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_57 2 100" } rotate -90
fadein 0.2
fadeout 0.2
snap
fps 30
}
 
$Sequence "shoot2" {
"v_smg_p90_anims\shoot2.smd"
activity "ACT_VM_PRIMARYATTACK" 1
{ event 5001 0 "21" } rotate -90
{ event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_57 2 100" } rotate -90
fadein 0.2
fadeout 0.2
snap
fps 30
}
 
$Sequence "shoot3" {
"v_smg_p90_anims\shoot3.smd"
activity "ACT_VM_PRIMARYATTACK" 1
{ event 5001 0 "21" }
{ event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_57 2 100" } rotate -90
fadein 0.2
fadeout 0.2
snap
fps 30
}
 
Then Rename the $Modelname "v_p90.mdl" to "v_smg_p90.mdl"
 
Then after this open your crowbar then compile it
 
Enjoy your new ported skin from cs1.6
 

 

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I'm not interesing for this 

I am interested.

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Any suggestions about a good p90 skin? Besides the triggon and asiimov one? I mean imported from CS:GO. Like the death by kitty one :)

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i have some p90 skins u can have 

 

P90 Battlefield on Hypermetal Animation

 

P90 From Lynx

 

Battlefield P90 on EA Sports Animation - original animation

 

Battlefield p90 on iiopns animation

 

Default p90 on iiopns animation

 

Csgo p90 on iiopns animation

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i have some p90 skins u can have 

 

P90 Battlefield on Hypermetal Animation

 

P90 From Lynx

 

Battlefield P90 on EA Sports Animation - original animation

 

Battlefield p90 on iiopns animation

 

Default p90 on iiopns animation

 

Csgo p90 on iiopns animation

Thanks.

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I thought Crowbar automatically rotates the animations when decompiling?

i think its the other 0ne called GUIStudiomdl 

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GUIStudio is a compiler. When decompiling CS Source models, Crowbar automatically rotates them. So yea, I think it treats CS 1.6 models differently.

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I am confused up here "

On 6/17/2016 at 3:33 AM, Reed said:

after that u will see some texture families and $Flags, go delete those commands like so

because the image does not appear

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