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Thread: When Exporting, What is the file that Names Xmodelparts and Xmodelsurfs?

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    When Exporting, What is the file that Names Xmodelparts and Xmodelsurfs?

    Whenever I export a model, and compile it using the tools, xmodelparts and xmodelsurfs always gets named "0". Where or what file is responsible for naming them like this? I keep having to delete my .GDT entries because the multiple instances of "0" conflict with each other and the tools throw an error. I would like to name them differently if I can.

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    Private First Class php's Avatar
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    Iirc the number indicates the amount of surfaces/groups/objects in the model?

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    Sergeant serthy's Avatar
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    actually its modelname + suffix
    HTML Code:
    // modelType 0 -> rigid
    // modelType 1 -> animated
    // modelType 2 -> viewmodel
    // modelType 3 -> playerbody
    // modelType 4 -> viewhands
    maybe deleting the folders convertcache, assetsrccache, assettgtcache helps more?
    Last edited by serthy; 3rd December 2014 at 16:02.

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    Quote Originally Posted by serthy View Post
    actually its modelname + suffix
    HTML Code:
    // modelType 0 -> rigid
    // modelType 1 -> animated
    // modelType 2 -> viewmodel
    // modelType 3 -> playerbody
    // modelType 4 -> viewhands
    maybe deleting the folders convertcache, assetsrccache, assettgtcache helps more?
    No, I don't want to work around it. I'm doing that already. I want the xmodelparts and xmodelsurfs file names to come out with the proper name of the model - e.g. dogtags_gold0, prop_flag0, etc. Instead of 0, 0, etc.

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    I didnt had that problem? For me it have the same name as the material + a number. mostly "20"

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    Quote Originally Posted by Ni3ls View Post
    I didnt had that problem? For me it have the same name as the material + a number. mostly "20"
    It should be the same name as the xmodel + "0", or whatever number denotes the modeltype. But it is always "0", even if the materials name is stated. It is tedious to constantly having to hex replace the "0" to the proper name + "0".

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    Quote Originally Posted by Tally View Post
    It should be the same name as the xmodel + "0", or whatever number denotes the modeltype. But it is always "0", even if the materials name is stated. It is tedious to constantly having to hex replace the "0" to the proper name + "0".
    My mistake. It's indeed the xmodelname +20. But thats weird because its a static worldmodel.

  8. #8
    Private First Class php's Avatar
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    Do you create extra folders in the model_export where you place the .xmodel_export in? Like for 'viewmodel_weap' make a folder and put the xmodel_export file in there. I think it'll use names then (for CoD1 it's like this)

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    Tally (3rd December 2014)

  10. #9
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    Quote Originally Posted by php View Post
    Do you create extra folders in the model_export where you place the .xmodel_export in? Like for 'viewmodel_weap' make a folder and put the xmodel_export file in there. I think it'll use names then (for CoD1 it's like this)
    Yep, that did the trick. Thanks!

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