[Tool] Crowbar - Model Decompiler and Compiler

Got problems with your models? Struggling with textures? Get help with your custom assets.

[Tool] Crowbar - Model Decompiler and Compiler

Postby ZeqMacaw on Mon Jul 15, 2013 2:29 pm

Crowbar is a small program that decompiles source engine models (such as those in L4D and L4D2). That is, it converts from mdl and its related binary files into their corresponding smd and other text files for easier editing.

Crowbar is intended to be a replacement for the famous MDL Decompiler made by Cannonfodder. MDL Decompiler has not been updated for many years and can't fully decompile the latest model versions used in source engine games. Crowbar is being developed to handle these later versions. One of the working features is decompiling face animations for survivors in L4D2. The recent survivor models from Pajama use this feature so his mods have the exact face animations found on the original survivors.

Edit: Crowbar is now public beta, available on its own Steam group.

[--- Old stuff begin ---]

Crowbar is in private beta, meaning only a small group of people are testing it on various models and reporting the problems. If you would like to join the testing group, you must do the following:

  1. find me in the Dead 4 Mods chat room;
  2. promise me you won't distribute it to others or make it public;
  3. report any problems you have by posting in the proper bug reports forum.

When the testing is done, Crowbar will be made available to the general public.

[--- Old stuff end ---]

Image
Image

:)
Attachments
Crowbar - Compile tab 2013-07-14.png
(19.09 KiB) Not downloaded yet
Crowbar - Decompile tab.png
(30.68 KiB) Not downloaded yet
Last edited by ZeqMacaw on Thu Dec 03, 2020 3:55 pm, edited 3 times in total.
ZeqMacaw
Dumpling
Dumpling
 
Joined: Sun Jun 17, 2012 8:10 pm

Re: [Tool] Crowbar - Model Decompiler

Postby joe_rogers_11155 on Mon Jul 15, 2013 11:05 pm

this sounds pretty nice. i dont really work with models at this time but i am bookmarking this so i can come back to it when my skills improve. i wish you luck in your development!!
"Day breaks, but decay soon follows." - Ava Winona
Currently developing in radio silence... 99 Bolts
Here's another project of mine... Assault on Overwatch
Are you new to Source SDK? VDC
joe_rogers_11155
Veteran
Veteran
 
Joined: Wed Oct 08, 2008 11:11 pm
Location: United States

Re: [Tool] Crowbar - Model Decompiler

Postby stoopdapoop on Tue Jul 16, 2013 3:15 am

A properly functioning model decompiler? very nice.

Have you considered decompiling to a more general purpose format? Maybe DAE or fbx?
I'm Brown
Image
User avatar
stoopdapoop
Veteran
Veteran
 
Joined: Sun Aug 21, 2005 2:14 am
Location: Ann Arbor, MI

Re: [Tool] Crowbar - Model Decompiler

Postby Stormy on Tue Jul 16, 2013 8:49 am

I have been decompiling later models ok with the mdldecompiler program, it just requires that you change some number in a hex editor and you're good to go, but anything that removes a step in the process I am up for. I decompile models quite frequently, I think I'll sign up for your tool beta.
User avatar
Stormy
May Contain Skills
May Contain Skills
 
Joined: Sun Nov 28, 2010 6:03 am
Location: Cairns, QLD, AUS

Re: [Tool] Crowbar - Model Decompiler

Postby ZeqMacaw on Tue Jul 16, 2013 12:15 pm

I had not thought of decompiling to non-Valve formats. I like the idea and will add it to the ToDo list. I had intended to decompile to DMX format at some point, because that has features that SMD format does not provide, such as "wrinkles".

Using MDL Decompiler by hexing a byte (part of the model version's value) on later models potentially misses many newer features, such as jigglebones and vertex animations (often called face flexes).

Also, MDL Decompiler does not decompile the MDL/ANI file combined format, which would provide us with animation data for such models as the survivors in L4D2 that we could then tweak instead of trying to make over 1,000 animations from scratch. I have not completely figured out the ANI file format, but feel I am close.


:)
ZeqMacaw
Dumpling
Dumpling
 
Joined: Sun Jun 17, 2012 8:10 pm

Re: [Tool] Crowbar - Model Decompiler

Postby Whipper on Tue Jul 23, 2013 3:38 pm

Nice work this looks great, i will definitely be keeping an eye out for this.
User avatar
Whipper
Member
Member
 
Joined: Sun Oct 28, 2012 1:09 pm

Re: [Tool] Crowbar - Model Decompiler

Postby ZeqMacaw on Sat Oct 26, 2013 6:00 pm

Crowbar is now public beta. See first post for new link.

:)
ZeqMacaw
Dumpling
Dumpling
 
Joined: Sun Jun 17, 2012 8:10 pm

Re: [Tool] Crowbar - Model Decompiler

Postby Botolf on Sat Oct 26, 2013 6:09 pm

Oarsome, just as I wanted to decompile some Vortigaunts!
User avatar
Botolf
Regular
Regular
 
Joined: Sat Jan 16, 2010 7:38 am

Re: [Tool] Crowbar - Model Decompiler and Compiler

Postby Maestro Fénix on Mon Nov 04, 2013 12:25 pm

Impressive.

Although it doesn't decompile at 100% those complex animations that has some models (like weapon viewmodels with amazing/spectacular anims, or long scripted animations, we will have to continue using the decompiler of the StudioCompiler, and pray that you have to do minimal edits on the QC/animations, if it decompiled right the animations), the fact that it decompiles almost perfectly the face flexes (both HL2 citizen and custom heads), only having to comment between one and some lines to compile, it makes me love this tool. And the long range of options, as well as the integrated compiler.

I hope you keep improving this tool, and eventually releasing the code so other can keep updating it. Oh, and although it doesn't state it directly at the website, it works for mods too.
Maestro Fénix
Dumpling
Dumpling
 
Joined: Sun Aug 14, 2011 6:59 pm

Re: [Tool] Crowbar - Model Decompiler and Compiler

Postby ZeqMacaw on Fri Feb 28, 2014 9:45 pm

ZeqMacaw
Dumpling
Dumpling
 
Joined: Sun Jun 17, 2012 8:10 pm

Re: [Tool] Crowbar - Model Decompiler and Compiler

Postby SM Sith Lord on Mon Mar 03, 2014 1:07 pm

This guy does nice work. I still use the tools he's made for other games.
SM Sith Lord
Been Here A While
Been Here A While
 
Joined: Sat Nov 25, 2006 4:25 pm
Location: Los Angles, CA

Return to Custom Asset Help

Who is online

Users browsing this forum: No registered users