Difference between revisions of "How to Make Custom c arms for Custom Model"

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Step by step how to make c_arms for a custom model.
<div style="text-align: center">'''Step by Step Guide to Making a Custom c_arms for a Custom Model'''</div>
By [[User:Clamcy|Clamcy]]<br>
If the custom model does not have a c_arms, it would be the default Kleiner arms.


Hello, my name is Clamcy or known as just Clancy! I’m the one who ported half percent of models in the Sunrust server. In this tutorial, I’m going to show you how to make custom c_arms for a custom model.


First, you need to download these below:
== Before You Begin ==
-Blender (https://www.blender.org/download/) download the 2.79 version
Make sure you know how to use the Blender 2.7 application as in this guide, there will be Blender tasks that may and might need to take place.<br>
-Blender Source Tool (http://steamreview.org/BlenderSourceTools/)
[https://www.youtube.com/watch?v=kes2qmijy7w&list=PLa1F2ddGya_8V90Kd5eC5PeBjySbXWGK1 Blender 2.7 Fundamentals Playlist]<br>
-Vtfedit(https://nemstools.github.io/pages/VTFLib-Download.html)
Do go through this YouTube playlist by the offical Blender Youtube Channel on Blender 2.7 Fundamentals.<br>
-C_Arms model(https://drive.google.com/file/d/1H-Fy96utm67TE_Yvd_Y4wQOeuMd8PhQN/view?usp=sharing)
It consists of 41 videos, ranging from 2 to 16 minutes duration per video.
-Crowbar(https://steamcommunity.com/groups/CrowbarTool)


Before we going for the step you should install the addons first but I recommend searching for a tutorial on YouTube or Google. Alright, let’s continue!


Open your Blender and then Import the model.


[[File:Amiya Model.png|thumb|center|450px|<div style="text-align: right">''Amiya model''</div>]]
== Installation - What you will need to have for this guide ==
[https://download.blender.org/release/Blender2.79/ Blender 2.79]<br>
Do make sure to check the [https://www.blender.org/download/requirements/ Requirements]<br>
[http://steamreview.org/BlenderSourceTools/archives/ Blender Source Tools 2.10.2]<br>
There is no need to unzip this.<br>
[https://nemstools.github.io/pages/VTFLib-Download.html VTFEdit]<br>
[https://drive.google.com/file/d/1H-Fy96utm67TE_Yvd_Y4wQOeuMd8PhQN/view?usp=sharing c_arms Model]<br>
[https://steamcommunity.com/groups/CrowbarTool Crowbar]<br>
Unzip using 7zip.<br>
It is recommended to go through the tutorials on these addons before proceeding down this guide.<br>
[https://www.youtube.com/watch?v=8XyIYRW_2xk Blender Tutorial Video]


Next is to delete some of the bones.
== Blender Setup ==
Here is the list of the bones that you shouldn’t delete:
Open Blender<br>
-ValveBiped.Bip01_R_Clavicle
Go to File > User Preferences... > Add-ons > Install Add-on from File...<br>
-ValveBiped.Bip01_R_UpperArm
Find and Click on Blender Source Tools 2.10.2<br>
-ValveBiped.Bip01_R_Forearm
Tick the box, Save User Settings and Close Blender User Preferences


-ValveBiped.Bip01_R_Hand
== Getting the Model File from Addons ==
-ValveBiped.Bip01_R_Finger0
If you have not, Open Steam > Library > Garry's Mod > Workshop > Search for a Model > Subscribe to the Addons<br>
-ValveBiped.Bip01_R_Finger01
Make sure the model you are using is not a ragdoll but a playermodel.<br>
-ValveBiped.Bip01_R_Finger02
https://www.youtube.com/watch?v=Oet1SJ3yhE0<br>
-ValveBiped.Bip01_R_Finger1
Watch this video as a reference but it might be outdated or not the optimized way.<br>
-ValveBiped.Bip01_R_Finger11
C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\gmad.exe<br>
-ValveBiped.Bip01_R_Finger12
C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\addons<br>
-ValveBiped.Bip01_R_Finger2
Run gmad.exe and drag the .gma file into gmad.exe window. A new folder would be created.<br>
-ValveBiped.Bip01_R_Finger21
If this does not work, try clicking on the .gma file and the folder should be created.[https://gist.github.com/BadgerCode/00600eab40556c6e8809590d263ea053#:~:text=C%3A%5CProgram%20Files%20(x86,GarrysMod%5Cbin%5Cgmad.exe][https://steamcommunity.com/sharedfiles/filedetails/?id=431638110]<br>
-ValveBiped.Bip01_R_Finger22
Open Crowbar > Decompile tab > In MDL input, Browse for .mdl in the recently created folder. In Output to, set the Work folder. > Click Decompile
-ValveBiped.Bip01_R_Finger3
-ValveBiped.Bip01_R_Finger31
-ValveBiped.Bip01_R_Finger32
-ValveBiped.Bip01_R_Finger4
-ValveBiped.Bip01_R_Finger41
-ValveBiped.Bip01_R_Finger42


-ValveBiped.Bip01_L_Clavicle
-ValveBiped.Bip01_L_UpperArm
-ValveBiped.Bip01_L_Forearm


-ValveBiped.Bip01_L_Hand
== Model Importation ==
-ValveBiped.Bip01_L_Finger0
Open Blender > File > Import > Source Engine > Go to the Work Folder path > Click on ref.smd file > Import SMD/VTA, DMX, QC<br>
-ValveBiped.Bip01_L_Finger01
You are done with this part if you have ref.smd file. If there is no ref.smd file, you have to follow the instruction below:<br>
-ValveBiped.Bip01_L_Finger02
File > Import > Source Engine > Go to the Work Folder path > Click on every .smd file and leave out .qc & physics.smd > Import SMD/VTA, DMX, QC<br>
-ValveBiped.Bip01_L_Finger1
Delete the skeleton: To the right, select only the skeleton and move your mouse over to the Viewport. Press X to open and press D or click to delete the skeleton.<br>
-ValveBiped.Bip01_L_Finger11
Grouping the meshes: So, you should have only the meshes now. While your mouse is in the Viewport, Press A to select all the meshes. Press Ctrl + G to group them together. Press Ctrl + J to join them together.<br>
-ValveBiped.Bip01_L_Finger12
Change from Object Mode to Edit Mode.<br>
-ValveBiped.Bip01_L_Finger2
Separate the hands. -oops, that is all I know.[Imzcared]-
-ValveBiped.Bip01_L_Finger21
-ValveBiped.Bip01_L_Finger22
-ValveBiped.Bip01_L_Finger3
-ValveBiped.Bip01_L_Finger31
-ValveBiped.Bip01_L_Finger32
-ValveBiped.Bip01_L_Finger4
-ValveBiped.Bip01_L_Finger41
-ValveBiped.Bip01_L_Finger42


-ValveBiped.Bip01_R_Thigh
[[File:Amiya Model.png|thumb|center|1000px|<div style="text-align: right">''Amiya model''</div>]]
-ValveBiped.Bip01_R_Calf
-ValveBiped.Bip01_R_Foot
-ValveBiped.Bip01_R_Toe0


-ValveBiped.Bip01_L_Thigh
== List of bones ==
-ValveBiped.Bip01_L_Calf
If there is ref.smd file, process below.<br>
-ValveBiped.Bip01_L_Foot
Next is to delete some of the bones.<br>
-ValveBiped.Bip01_L_Toe0
Here is the list of the bones that you shouldn’t delete:
{{col-begin}}
{{col-break|width=50%}}
ValveBiped.Bip01_R_Clavicle <br>
ValveBiped.Bip01_R_UpperArm <br>
ValveBiped.Bip01_R_Forearm <br>
ValveBiped.Bip01_R_Hand <br>
ValveBiped.Bip01_R_Finger0 <br>
ValveBiped.Bip01_R_Finger01 <br>
ValveBiped.Bip01_R_Finger02 <br>
ValveBiped.Bip01_R_Finger1 <br>
ValveBiped.Bip01_R_Finger11 <br>
ValveBiped.Bip01_R_Finger12 <br>
ValveBiped.Bip01_R_Finger2 <br>
ValveBiped.Bip01_R_Finger21 <br>
ValveBiped.Bip01_R_Finger22 <br>
ValveBiped.Bip01_R_Finger3 <br>
ValveBiped.Bip01_R_Finger31 <br>
ValveBiped.Bip01_R_Finger32 <br>
ValveBiped.Bip01_R_Finger4 <br>
ValveBiped.Bip01_R_Finger41 <br>
ValveBiped.Bip01_R_Finger42 <br>
{{col-break|width=50%}}
ValveBiped.Bip01_L_Clavicle <br>
ValveBiped.Bip01_L_UpperArm <br>
ValveBiped.Bip01_L_Forearm <br>
ValveBiped.Bip01_L_Hand <br>
ValveBiped.Bip01_L_Finger0 <br>
ValveBiped.Bip01_L_Finger01 <br>
ValveBiped.Bip01_L_Finger02 <br>
ValveBiped.Bip01_L_Finger1 <br>
ValveBiped.Bip01_L_Finger11 <br>
ValveBiped.Bip01_L_Finger12 <br>
ValveBiped.Bip01_L_Finger2 <br>
ValveBiped.Bip01_L_Finger21 <br>
ValveBiped.Bip01_L_Finger22 <br>
ValveBiped.Bip01_L_Finger3 <br>
ValveBiped.Bip01_L_Finger31 <br>
ValveBiped.Bip01_L_Finger32 <br>
ValveBiped.Bip01_L_Finger4 <br>
ValveBiped.Bip01_L_Finger41 <br>
ValveBiped.Bip01_L_Finger42 <br>
{{col-break|width=50%}}
ValveBiped.Bip01_R_Thigh <br>
ValveBiped.Bip01_R_Calf <br>
ValveBiped.Bip01_R_Foot <br>
ValveBiped.Bip01_R_Toe0 <br>
ValveBiped.Bip01_L_Thigh <br>
ValveBiped.Bip01_L_Calf <br>
ValveBiped.Bip01_L_Foot <br>
ValveBiped.Bip01_L_Toe0 <br>
ValveBiped.Bip01_Spine4 <br>
{{col-end}}


-ValveBiped.Bip01_Spine4
[[File:Bones Example.png|1000px|thumb|center|<div style="text-align: right">''Skeleton Example''</div>]]
[[File:Bones Example.png|450px|thumb|center|<div style="text-align: right">''Skeleton Example''</div>]]
 
== Deleting the body ==
After that starts deleting the body but keeps the arms.
After that starts deleting the body but keeps the arms.


[[File:Example Hands Cut.png|450px|thumb|center|<div style="text-align: right">''Example of hands model.''</div>]]
[[File:Example Hands Cut.png|1000px|thumb|center|<div style="text-align: right">''Example of hands model.''</div>]]
After that make sure the pose the arms if there are rigging issues
After that make sure the pose the arms if there are rigging issues


== Miku Hands ==
Next, export your c_arms and then open the c_arms blend
Next, export your c_arms and then open the c_arms blend
If you see this text screen it’s found click the [[File:Text Editor.png|50px|thumb|left|<div style="text-align: right">''text editor.''</div>]]and then change it into 3d view


[[File:Miku Hands.png|450px|thumb|center|<div style="text-align: right">''Miku hands and skeleton we will use.''</div>]]
If you see this text screen it’s found click the
[[File:Text Editor.png|50px|thumb|left|<div style="text-align: right">''text editor.''</div>]]
and then change it into 3d view
 
[[File:Miku Hands.png|1000px|thumb|center|<div style="text-align: right">''Miku hands and skeleton we will use.''</div>]]
 
As you can see there are the skeleton arms we will use for our custom c_arms
As you can see there are the skeleton arms we will use for our custom c_arms


== Posing and applying Miku's skeleton to custom arms ==
  Pose your arms in the same pose as the miku_append_reference don’t worry to get a perfect size just pose it the same pose as the miku_append_reference arms model.
  Pose your arms in the same pose as the miku_append_reference don’t worry to get a perfect size just pose it the same pose as the miku_append_reference arms model.
[[File:Pose arms.png|450px|thumb|center|<div style="text-align: right">''Amiya hands posing with Miku hands''</div>]]
 
[[File:Pose arms.png|1000px|thumb|center|<div style="text-align: right">''Amiya hands posing with Miku hands''</div>]]
 
After that, you need to apply the armature or change the object into to miku_append_reference skeleton
After that, you need to apply the armature or change the object into to miku_append_reference skeleton


[[File:Armature.png|450px|thumb|center|<div style="text-align: right">''Armature modifier''</div>]]
[[File:Armature.png|450px|thumb|center|<div style="text-align: right">''Armature modifier''</div>]]
And then select your custom skeleton and also the custom c_arms and then press space, search apply object transform this is to make sure to not make the model come back to their original position and check all the little box in your bottom left screen.
And then select your custom skeleton and also the custom c_arms and then press space, search apply object transform this is to make sure to not make the model come back to their original position and check all the little box in your bottom left screen.


[[File:Object property.png|200px|thumb|center|<div style="text-align: right">''Object property''</div>]]
[[File:Object property.png|200px|thumb|center|<div style="text-align: right">''Object property''</div>]]
Select your mesh and go to edit, if it’s back to its original position then you need to redo the process of applying the object transform
Select your mesh and go to edit, if it’s back to its original position then you need to redo the process of applying the object transform


After that delete the miku_append_reference mesh and also your custom skeleton, and then try to pose your arms to see if it’s a problem.
After that delete the miku_append_reference mesh and also your custom skeleton, and then try to pose your arms to see if it’s a problem.


[[File:Test Pose.png|450px|thumb|center|<div style="text-align: right">''IMPORTANT pose your model before export.''</div>]]
[[File:Test Pose.png|1000px|thumb|center|<div style="text-align: right">''IMPORTANT pose your model before export.''</div>]]
 
To reset the rotation, scale, and position, press alt+r to reset the rotation, alt+g reset location, alt+s reset scale. Go to pose mode, select all press A, and then set the start frame to 0, end to 1, and current frame to 0. Press I and click LocRotScale go to the Miku skeleton that we just use and then rename it to idle.
To reset the rotation, scale, and position, press alt+r to reset the rotation, alt+g reset location, alt+s reset scale. Go to pose mode, select all press A, and then set the start frame to 0, end to 1, and current frame to 0. Press I and click LocRotScale go to the Miku skeleton that we just use and then rename it to idle.


[[File:Item property.png|200px|thumb|center|<div style="text-align: right">''Item property''</div>]]
[[File:Item property.png|450px|thumb|center|<div style="text-align: right">''Item property''</div>]]


Hit export
Hit export


== QC ==
  Next, open your qc and type this as the following.
  Next, open your qc and type this as the following.
$modelname "path_name\name_of_mdl.mdl"
$modelname "path_name\name_of_mdl.mdl"


Line 124: Line 178:


Example:
Example:
$modelname "amiya\arknights\clancy\arms\amiya_arms.mdl"
$modelname "amiya\arknights\clancy\arms\amiya_arms.mdl"


Line 139: Line 194:


$sequence "idle" "anims\idle.dmx" {
$sequence "idle" "anims\idle.dmx" {
fps 30
fps 30
}  
}  
Line 144: Line 200:
$includemodel "weapons/c_arms_animations.mdl"  
$includemodel "weapons/c_arms_animations.mdl"  


== Crowbar ==
After that open crowbar go to compile Click Qc input, search your qc and done. And then Output change it to subfolder and compile
After that open crowbar go to compile Click Qc input, search your qc and done. And then Output change it to subfolder and compile
[[File:Crowbar.png|200px|thumb|center|<div style="text-align: left">''Crowbar''</div>]]
 
[[File:Crowbar.png|450px|thumb|center|<div style="text-align: left">''Crowbar''</div>]]


After compiling click Use in View and view your arms.
After compiling click Use in View and view your arms.


[[File:Compiling model.png|200px|thumb|center|<div style="text-align: left">''Compiling model with crowbar''</div>]]
[[File:Compiling model.png|450px|thumb|center|<div style="text-align: left">''Compiling model with crowbar''</div>]]
 
After that click options and center view, next, go to sequence and change the animation that you prefer
After that click options and center view, next, go to sequence and change the animation that you prefer


[[File:Rig Test animation.png|200px|thumb|center|<div style="text-align: left">''Animation test in HLMV''</div>]]
[[File:Rig Test animation.png|450px|thumb|center|<div style="text-align: left">''Animation test in HLMV''</div>]]
 
Ok, almost there but we need to do some Lua so create a Lua file and copy this code in your Lua file
Ok, almost there but we need to do some Lua so create a Lua file and copy this code in your Lua file
== Lua ==
In the Lua file copy and paste this code to your Lua file and make sure to save it!


player_manager.AddValidHands( "Name your model what you want", "path/mdl_name.mdl", 0, "00000000" )
player_manager.AddValidHands( "Name your model what you want", "path/mdl_name.mdl", 0, "00000000" )
Line 160: Line 223:
player_manager.AddValidHands( "Arknights - Amiya", "models/amiya/arknights/clancy/arms/amiya_arms.mdl", 0, "00000000" )
player_manager.AddValidHands( "Arknights - Amiya", "models/amiya/arknights/clancy/arms/amiya_arms.mdl", 0, "00000000" )


== Example folder path==
After that you want to organize your folder something like this, make sure the folder is in the correct path otherwise the engine will not read it.
After that you want to organize your folder something like this, make sure the folder is in the correct path otherwise the engine will not read it.


[[File:File example.png|200px|thumb|center|<div style="text-align: left">''Folder example''</div>]]
[[File:File example.png|450px|thumb|center|<div style="text-align: left">''Folder example''</div>]]
 
Example:
Example:
$modelname "amiya\arknights\clancy\arms\amiya_arms.mdl"
$modelname "amiya\arknights\clancy\arms\amiya_arms.mdl"


[[File:Path example.png|200px|thumb|center|<div style="text-align: left">''Folder path example.''</div>]]
[[File:Path example.png|450px|thumb|center|<div style="text-align: left">''Folder path example.''</div>]]
So the Lua folder is where is the Lua file located, the materials folder where is the textures and materials or Vtf and Vmt, and models where is your model is located.
 
So the Lua folder is where is the Lua file located, the materials folder where is the textures and materials or Vtf and Vmt, and the models where is your model is located.


== Run Gmod ==
Ok, copy your folder into the steam\steamapps\common\GarrysMod\garrysmod\addons and paste it run the game, and enjoy! ^-^
Ok, copy your folder into the steam\steamapps\common\GarrysMod\garrysmod\addons and paste it run the game, and enjoy! ^-^
__NOTOC__
__noeditsection__

Latest revision as of 15:30, 18 May 2021

Step by Step Guide to Making a Custom c_arms for a Custom Model

By Clamcy
If the custom model does not have a c_arms, it would be the default Kleiner arms.


Before You Begin

Make sure you know how to use the Blender 2.7 application as in this guide, there will be Blender tasks that may and might need to take place.
Blender 2.7 Fundamentals Playlist
Do go through this YouTube playlist by the offical Blender Youtube Channel on Blender 2.7 Fundamentals.
It consists of 41 videos, ranging from 2 to 16 minutes duration per video.


Installation - What you will need to have for this guide

Blender 2.79
Do make sure to check the Requirements
Blender Source Tools 2.10.2
There is no need to unzip this.
VTFEdit
c_arms Model
Crowbar
Unzip using 7zip.
It is recommended to go through the tutorials on these addons before proceeding down this guide.
Blender Tutorial Video

Blender Setup

Open Blender
Go to File > User Preferences... > Add-ons > Install Add-on from File...
Find and Click on Blender Source Tools 2.10.2
Tick the box, Save User Settings and Close Blender User Preferences

Getting the Model File from Addons

If you have not, Open Steam > Library > Garry's Mod > Workshop > Search for a Model > Subscribe to the Addons
Make sure the model you are using is not a ragdoll but a playermodel.
https://www.youtube.com/watch?v=Oet1SJ3yhE0
Watch this video as a reference but it might be outdated or not the optimized way.
C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\gmad.exe
C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\addons
Run gmad.exe and drag the .gma file into gmad.exe window. A new folder would be created.
If this does not work, try clicking on the .gma file and the folder should be created.[1][2]
Open Crowbar > Decompile tab > In MDL input, Browse for .mdl in the recently created folder. In Output to, set the Work folder. > Click Decompile


Model Importation

Open Blender > File > Import > Source Engine > Go to the Work Folder path > Click on ref.smd file > Import SMD/VTA, DMX, QC
You are done with this part if you have ref.smd file. If there is no ref.smd file, you have to follow the instruction below:
File > Import > Source Engine > Go to the Work Folder path > Click on every .smd file and leave out .qc & physics.smd > Import SMD/VTA, DMX, QC
Delete the skeleton: To the right, select only the skeleton and move your mouse over to the Viewport. Press X to open and press D or click to delete the skeleton.
Grouping the meshes: So, you should have only the meshes now. While your mouse is in the Viewport, Press A to select all the meshes. Press Ctrl + G to group them together. Press Ctrl + J to join them together.
Change from Object Mode to Edit Mode.
Separate the hands. -oops, that is all I know.[Imzcared]-

Amiya model

List of bones

If there is ref.smd file, process below.
Next is to delete some of the bones.
Here is the list of the bones that you shouldn’t delete:

Skeleton Example

Deleting the body

After that starts deleting the body but keeps the arms.

Example of hands model.

After that make sure the pose the arms if there are rigging issues

Miku Hands

Next, export your c_arms and then open the c_arms blend

If you see this text screen it’s found click the

text editor.

and then change it into 3d view

Miku hands and skeleton we will use.

As you can see there are the skeleton arms we will use for our custom c_arms

Posing and applying Miku's skeleton to custom arms

Pose your arms in the same pose as the miku_append_reference don’t worry to get a perfect size just pose it the same pose as the miku_append_reference arms model.
Amiya hands posing with Miku hands

After that, you need to apply the armature or change the object into to miku_append_reference skeleton

Armature modifier

And then select your custom skeleton and also the custom c_arms and then press space, search apply object transform this is to make sure to not make the model come back to their original position and check all the little box in your bottom left screen.

Object property

Select your mesh and go to edit, if it’s back to its original position then you need to redo the process of applying the object transform

After that delete the miku_append_reference mesh and also your custom skeleton, and then try to pose your arms to see if it’s a problem.

IMPORTANT pose your model before export.

To reset the rotation, scale, and position, press alt+r to reset the rotation, alt+g reset location, alt+s reset scale. Go to pose mode, select all press A, and then set the start frame to 0, end to 1, and current frame to 0. Press I and click LocRotScale go to the Miku skeleton that we just use and then rename it to idle.

Item property

Hit export

QC

	Next, open your qc and type this as the following.

$modelname "path_name\name_of_mdl.mdl"

$bodygroup "hands" { studio "Model_name.dmx/smd" }


$surfaceprop "flesh"

$contents "solid"

$cdmaterials "material_path"

$sequence "idle" "anims\idle.dmx" { fps 30 }

$includemodel "weapons/c_arms_animations.mdl"

Example:

$modelname "amiya\arknights\clancy\arms\amiya_arms.mdl"

$bodygroup "hands" { studio "Amiya_Arms.dmx" }


$surfaceprop "flesh"

$contents "solid"

$cdmaterials "model\amiya\arknights\clancy\"

$sequence "idle" "anims\idle.dmx" {

fps 30 }

$includemodel "weapons/c_arms_animations.mdl"

Crowbar

After that open crowbar go to compile Click Qc input, search your qc and done. And then Output change it to subfolder and compile

Crowbar

After compiling click Use in View and view your arms.

Compiling model with crowbar

After that click options and center view, next, go to sequence and change the animation that you prefer

Animation test in HLMV

Ok, almost there but we need to do some Lua so create a Lua file and copy this code in your Lua file

Lua

In the Lua file copy and paste this code to your Lua file and make sure to save it!

player_manager.AddValidHands( "Name your model what you want", "path/mdl_name.mdl", 0, "00000000" )

Example: player_manager.AddValidHands( "Arknights - Amiya", "models/amiya/arknights/clancy/arms/amiya_arms.mdl", 0, "00000000" )

Example folder path

After that you want to organize your folder something like this, make sure the folder is in the correct path otherwise the engine will not read it.

Folder example

Example:

$modelname "amiya\arknights\clancy\arms\amiya_arms.mdl"

Folder path example.

So the Lua folder is where is the Lua file located, the materials folder where is the textures and materials or Vtf and Vmt, and the models where is your model is located.

Run Gmod

Ok, copy your folder into the steam\steamapps\common\GarrysMod\garrysmod\addons and paste it run the game, and enjoy! ^-^