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.

[stextbox id=”dota”]Do not Use Crowbar if you wish to decompile :
  1. an heroes models, cause the geometry will be incomplete
  2. Animation is not supported, in crowbar[/stextbox]
Studio Compiler Versus Crowbar
Studio Compiler
CONS PROS
  • 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 0.11
CONS PROS
  • 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.

  1. Open the app and go on the Model decompile tab.
  2. On the top you have to click on Configure button.
  3. 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 )

dota2-decompilemdl-path-studiocompiler
[stextbox id=”dota”]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.[/stextbox]

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

dota2-decompilemdl-tab-studiocompiler

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

dota2-decompilemdl-output-studiocompiler

All the file are now extracted where you setted the output directory

dota2-decompilemdl-explorer-studiocompiler


 

[bluequote]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 smd files into maya using MESA, click here (incoming) .[/bluequote]

Crowbar Decompiler


 

First you have to download and install the application and launch it.

[stextbox id=”alert”]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.

[/stextbox]

 

dota2-decompilemdl-tab-crowbar

1. MDL File : just click on Browse  and select the mdl file you wish to decompile

2. 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 :

Decompilation has been successfully executed so you can check the files in Windows Explorer.

dota2-decompilemdl-output-crowbar

All the animation sequenceq are decompiled into the MDLName_anims directory.


 

[bluequote]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.[/bluequote]