Installation guide - Mesa setup - Project setup - Ressources Structure - Manually install Mesa shelf - Mesa_config help - Environnement variables - Issues and common errors - Uninstall MESAHow to update - update from 2.0.1 to 2.1 - Update from 1.1 to 2.0.1 - Update from 1.0.1 to 1.1Export Guide - Preparing the scene - Shading - Layering - Collision and Ragdoll model - Cleaning the scene - Export the assetsTutorials - Maya Settings for Source Engine - Import SMD mesh and skeleton - MESA install video - MESA export videoSource Engine - HitBoxes and HitGroups - Create a Source Engine Mod - Decompile the Models and animations - Extract Content from VPK files - StudioMDL common ErrorsDota Items Creation Guide - Workspace for Dota 2 Decompile the Models and animations There is two applications software that can decompile the MDL files : Studio Compiler (recommended for that guide) Crowbar 0.11 The two applications has good and bad sides, I do prefer myself, to use Studio Compiler. Do not Use Crowbar if you wish to decompile : A heroes models, cause the geometry will be incomplete Animation is not supported, in crowbar Studio Compiler Pros Cons * The model file require to be rename to be decompiled correctly * No jiggles bones support in QC scripts * No flex data data in QC scripts * Can decompile LOD (Level of detail models) * Decompile properly the Dota 2 MDL files * Decompile VTA ( flex animation ) Crowbar Pros Cons * CANNOT Decompile LOD (Level of Detail Models) * Do not decompile properly the DOTA 2 models. * Decompile Flex controller and phoneme data * No IDST check * Do not require steam to work * QC script gets a better Layout This tutorial will explain the decompilation process WITH Crowbar AND Studio Compiler, and will let the user to do the final choice . Studio Compiler First you have to download and install the application and launch it. Configure studio compiler to work with SFM or any different engine branches. Open the app and go on the Model decompile tab. On the top you have to click on Configure button. Set the SDK Tools directory but do not click on the folder icon on the right. Copy the path from the window explorer. ( X:\Steam\steamapps\common\SourceFilmmaker\game\bin ) The decompiler, will gets some trouble to decompile Dota2 models, saying it cannot find the Vtx data, so you have to apply a tweak on the file. So now go where the MDL you want to decompile is located : Example : G:\Steam\steamapps\common\SourceFilmmaker\game\dota_2\models\heroes\antimage\antimage_weapon.dx90.vtx Rename the file to antimage_weapon.dx80.vtx Set the output directory manually as the browser looks to be buggy. So simply copy and paste the path where you want to extract the files, I choose to decompile the smd and qc file directly into the MESA workspace so i can import the SMD Reference and Sequences directly from there. Click on Extract All the file are now extracted where you setted the output directory Crowbar Decompiler First you have to download and install the application and launch it. IF you are intending to import some SMD animation or DOta 2 heroes model by decompiling the model with Crowbar, choose StudioCompiler to decompile the MDL and the Animations. Use Crowbar only if you wish to get the VTA file and the Flex data from the decompiled QC file. MDL File : just click on Browse and select the mdl file you wish to decompile Output folder : click on Browse… to select the output folder where the file will be decompiled. I choose to decompile the smd and qc file directly into the MESA workspace so i can import the SMD Reference and Sequences directly from there. Click on Decompile MDL Files The output log : Decompiling... Decompiling ".\antimage_weapon.mdl"... Reading data... Checking for required files... ...All required files found. Reading mdl file... ...Reading mdl file finished. Reading vtx file... ...Reading vtx file finished. Reading vvd file... ...Reading vvd file finished. ...Reading data finished. Writing data... Writing qc file... ...Writing qc file finished. Writing reference and lod files... ...Writing reference and lod files finished. Writing collision file... ...Writing collision file finished. Writing animation ($sequence) smd files... Writing "@BindPose" file... ...Writing "@BindPose" file finished. ...Writing animation ($sequence) smd files finished. Writing animation ($animation) smd files... Writing "@BindPose" file... ...Writing "@BindPose" file finished. ...Writing animation ($animation) smd files finished. ...Writing data finished. ...Decompile of ".\antimage_weapon.mdl" succeeded. ...Decompile succeeded. Decompilation has been successfully executed so you can check the files in Windows Explorer. All the animation sequences are decompiled into the MDLName_anims directory. The tutorial is finish and you could continue the reading : if you read the Dota 2 assets creation guide, click here to return to the summary of the Guide. You should want to learn now how to Import the SMD files into Maya using MESA.
Decompile the Models and animations There is two applications software that can decompile the MDL files : Studio Compiler (recommended for that guide) Crowbar 0.11 The two applications has good and bad sides, I do prefer myself, to use Studio Compiler. Do not Use Crowbar if you wish to decompile : A heroes models, cause the geometry will be incomplete Animation is not supported, in crowbar Studio Compiler Pros Cons * The model file require to be rename to be decompiled correctly * No jiggles bones support in QC scripts * No flex data data in QC scripts * Can decompile LOD (Level of detail models) * Decompile properly the Dota 2 MDL files * Decompile VTA ( flex animation ) Crowbar Pros Cons * CANNOT Decompile LOD (Level of Detail Models) * Do not decompile properly the DOTA 2 models. * Decompile Flex controller and phoneme data * No IDST check * Do not require steam to work * QC script gets a better Layout This tutorial will explain the decompilation process WITH Crowbar AND Studio Compiler, and will let the user to do the final choice . Studio Compiler First you have to download and install the application and launch it. Configure studio compiler to work with SFM or any different engine branches. Open the app and go on the Model decompile tab. On the top you have to click on Configure button. Set the SDK Tools directory but do not click on the folder icon on the right. Copy the path from the window explorer. ( X:\Steam\steamapps\common\SourceFilmmaker\game\bin ) The decompiler, will gets some trouble to decompile Dota2 models, saying it cannot find the Vtx data, so you have to apply a tweak on the file. So now go where the MDL you want to decompile is located : Example : G:\Steam\steamapps\common\SourceFilmmaker\game\dota_2\models\heroes\antimage\antimage_weapon.dx90.vtx Rename the file to antimage_weapon.dx80.vtx Set the output directory manually as the browser looks to be buggy. So simply copy and paste the path where you want to extract the files, I choose to decompile the smd and qc file directly into the MESA workspace so i can import the SMD Reference and Sequences directly from there. Click on Extract All the file are now extracted where you setted the output directory Crowbar Decompiler First you have to download and install the application and launch it. IF you are intending to import some SMD animation or DOta 2 heroes model by decompiling the model with Crowbar, choose StudioCompiler to decompile the MDL and the Animations. Use Crowbar only if you wish to get the VTA file and the Flex data from the decompiled QC file. MDL File : just click on Browse and select the mdl file you wish to decompile Output folder : click on Browse… to select the output folder where the file will be decompiled. I choose to decompile the smd and qc file directly into the MESA workspace so i can import the SMD Reference and Sequences directly from there. Click on Decompile MDL Files The output log : Decompiling... Decompiling ".\antimage_weapon.mdl"... Reading data... Checking for required files... ...All required files found. Reading mdl file... ...Reading mdl file finished. Reading vtx file... ...Reading vtx file finished. Reading vvd file... ...Reading vvd file finished. ...Reading data finished. Writing data... Writing qc file... ...Writing qc file finished. Writing reference and lod files... ...Writing reference and lod files finished. Writing collision file... ...Writing collision file finished. Writing animation ($sequence) smd files... Writing "@BindPose" file... ...Writing "@BindPose" file finished. ...Writing animation ($sequence) smd files finished. Writing animation ($animation) smd files... Writing "@BindPose" file... ...Writing "@BindPose" file finished. ...Writing animation ($animation) smd files finished. ...Writing data finished. ...Decompile of ".\antimage_weapon.mdl" succeeded. ...Decompile succeeded. Decompilation has been successfully executed so you can check the files in Windows Explorer. All the animation sequences are decompiled into the MDLName_anims directory. The tutorial is finish and you could continue the reading : if you read the Dota 2 assets creation guide, click here to return to the summary of the Guide. You should want to learn now how to Import the SMD files into Maya using MESA.
IF you are intending to import some SMD animation or DOta 2 heroes model by decompiling the model with Crowbar, choose StudioCompiler to decompile the MDL and the Animations. Use Crowbar only if you wish to get the VTA file and the Flex data from the decompiled QC file.
The tutorial is finish and you could continue the reading : if you read the Dota 2 assets creation guide, click here to return to the summary of the Guide. You should want to learn now how to Import the SMD files into Maya using MESA.