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Convert a Survivor Mod to a Different Survivor

This was my checklist for working on 21 requests to convert existing survivor addons to a different survivor and having their anims work correctly online.

Start

  1. Create work folder.
  2. Copy template folders to work folder.
  3. Rename "Zoey_CustomName" folders.
  4. Rename "Zoey_CustomName.txt" file.

"01 setup"

  1. Copy vpk to "01 setup" folder.
  2. Unpack vpk.

  3. Decompile world model.
  4. Compile world model for model viewer.
  5. Tweak the world model qc file as needed.
  6. Check mesh, jigglebones, face anims (blink and jaw_drop).

  7. Decompile view model.
  8. Compile view model for model viewer.
  9. Tweak the view model qc file as needed.
  10. Check mesh; it will probably be messed up anim, but that doesn't matter.

  11. Copy the files in the world model's decompile folder to "02 source" folder.
  12. Copy the files in the view model's decompile folder to "02 source" folder.

"02 source"

  1. Rename the files in "02 source" to the correct survivor-based names.
  2. Rename the view model reference mesh smd file to "<survivor_arms_mesh_name>_reference.smd".

  3. Rename the file names in qc files to the correct survivor-based names.
  4. Rename the reference mesh smd file name in view model qc file to "<survivor_arms_mesh_name>_reference.smd".
  5. Replace $cdmaterials lines in world model qc file and in view model qc file to this:
    $cdmaterials "models\ZeqMacaw\Zoey_CustomName\"
  6. Add in $attachment lines, as needed, for "melee", and "L_weapon_bone".
  7. Tweak the animation lines in the world model qc file to use separate "$declaresequence" qci file, as needed.

  8. Compile world model for model viewer.
  9. Verify animations line up with the survivor being replaced.
  10. Check physics model, hitboxes, jigglebones, face anims.

  11. Copy texture files used by world model to "03 release\Zoey_CustomName\materials\models\ZeqMacaw\Zoey_CustomName" folder.
  12. Rename paths used in vmt files to the new path.
  13. Copy the world model's texture files to the relevant subfolder of L4D2's materials folder.
  14. Check translucency, eyes.


  15. Set the $texturegroup lines for boomer-bile.

  16. If needed, create boomer-bile vmt files.

  17. Compile view model for model viewer.
  18. Check mesh; it will probably be messed up anim, but that doesn't matter.

  19. Copy texture files used by view model to "03 release\Zoey_CustomName\materials\models\ZeqMacaw\Zoey_CustomName" folder.
  20. Rename paths used in vmt files to the new path.
  21. Copy the view model's texture files to the relevant subfolder of L4D2's materials folder.

"03 release"

  1. Compile world model for game.
  2. Copy world model files from game's "models\survivors" folder to "03 release" "models\survivors" folder.

  3. Compile view model for game.
  4. Copy view model files from game's "models\weapons\arms" folder to "03 release" "models\weapons\arms" folder.

  5. Edit the addoninfo.txt file.
  6. Edit the "<survivor_name>_CustomName.txt" file.

  7. Copy or create addonimage.jpg file.
  8. Copy or create the 3 vgui image files.
  9. Rename the vgui files to correct survivor-based names.

  10. Create image with HLMV to be used in thumbnail image.

Test the vpk (and get screenshots)

  1. Pack the mod folder into vpk file.

  2. Clear the L4D2 addons folder.

  3. Copy the vpk file to the L4D2 addons folder.

  4. Start L4D2.

  5. Check via Add-ons menu item the mod's image and description.
  6. Check via creation of lobby the lobby image.
  7. Check in online game for correct anims.
  8. Check via "map" console command for these things:
    1. correct view model
    2. correct world model
    3. correct avatar image
    4. translucency
    5. flashlight on translucent areas
    6. flashlight shows shadow of world model
    7. correctly holds two-handed melee in hands
    8. correctly shows melee weapon on back when not in hands
    9. boomer bile texture shows when world model is puked on
  9. Create 3 screenshots within game:
    1. front of world model
    2. back of world model
    3. view model

  10. Cut the 3 screenshot images from L4D2's screenshots folder and paste them into "02 source\images" folder.

  11. Copy the front view and back view screenshots to release folder.

  12. Edit the view model screenshot adding in the lobby image and incap image.

  13. Save the edited view model image to release folder.

Upload the vpk

  1. Go through enough steps to get the URL of the addon page.
  2. Copy-paste the addon URL into addoninfo.txt file.
  3. Re-pack the mod folder into the vpk file.
  4. Accepted with credit
  5. Disable user screenshots
  6. Link to original mod that was converted.
  7. Upload the addon vpk file.