Here's a couple rough notes I've taken over the last couple months, if any of it helps
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- L4D model anims are stored in the x_anim.ani files referenced by anim_x.mdl.
- The actual models have the header <IDST1>, or model revision 47 (TF2 <IDST0>/13, HL2 <IDST,>/7).
- .ani files have the header <IDAG1>
- You can decompile an anim file by changing the headers of both the x_anim.mdl and x_anim.ani to <IDST,>.
- To decompile it with cannonfodder's mdldecompiler 0.5, you put the .ani file in the same directory as mdldecompiler and with the .mdl file. The .mdl file can be anywhere
- This will export a .qc file that's perfectly valid, as well as every .smd animation.
- The .smd animations generated from the above method are junk - every frame is the model's ragdoll animation on every anim.
- No hacked decompiler I've tested works with these.Valid QC file generated from decompiling the boomer animations - http://luaforfood.com/anim_boomer_decompile.txt
One of the junk generated boomer animation .smd files - http://luaforfood.com/a_RunN.txt
Boomer original files - http://luaforfood.com/uploads/boomersource.zip
Basically, you can decompile anim_boomer.mdl which references anim_boomer.ani near the end of the file. So far, I'm at a dead end with a load of junk animation files. If anyone has any insight, that'd be great.
