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Porting Models to Source Engine Made Easy

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How to port Source Models into GoldSource - A Tutorial for Goldsource Engine.

A Simple tutorial on how to port non moving models from source into goldsrc (tutorial on model animation ports and mapping old hl1 skeletons to newer models coming soon)

NOTE: while this tutorial is still useable, some of the materials used are outdated (dont use JED'S HLMV, use other ones, like solokiller's HLMV (its not the one i use but its a example of a modern one) and i dont use mdl decompiler fixed anymore, i use the newer crowbar software (though i should check for a newer version soonish as my version may be outdated by a year) if you need aid, ask me or better yet go to the303.org since its made by someone who knows what their doing more than me, so you can find a better and/or faster solution there, if you still don't know, ask me.

You will need

MILKSHAPE 3D
VTFEDIT
GCFSCAPE
PAINT.NET
JED`S HALF LIFE MODEL VIEWER
And installing the file from the mediafire link I put up here
(if you don't want to load up the model in a box to see what it looks like)

I RECOMMEND installing the file since it includes pictures for this, example of what a working one is like.

Hello There Welcome to my Tutorial. We are porting models that don't move, the next tutorial will cover how to get working skeletons from the original model and how to edit the model for compatibility for another skeleton model. Let's get right into the tutorial

1.
Open GCFSCAPE and MilkShape 3D

2.
Go extract the file from the GCFSCAPE into the HL2 Decompiler folder you have installed or another HL2 model Decompiler Program 3.
Open up Mdl Decompiler Fixed and then turn the file into Smds 4.
Open up MS3D and open the SMD with the Import feature

5.
Open VTFEDIT and open the texture and turn it into a bmp

6.
Use PAINT.NET to convert it into 256 color (8 bit) image and 512x512 image if its bigger if its smaller than that don't make it bigger, Anything more and it wont work, also please use max dithering for best effect

7.
Apply the texture in MILKSHAPE 3D and click onto the groups tab and doubleclick all the groups, open the texture coordinator with the move button do a -1 on the right side one and press M, make sure your scale is 0.1 so you can see the whole image 8.
This step is optional but may be needed, The max polycount each Smd is about 2950 polygons so to lower it ms3d has directX mesh tools which are able to do that, drag the slider to remove the polygons on the model. NOTE that this is not perfect so weird things happen

9.
Export the SMD 10.
with the smd make a qc file here is a example of one
                          $modelname "Model.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0
$cliptotextures
$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 0.000000
$body "mesh" "putsmdhere"
$sequence "idle" "idle" fps 30

11.
Drag the qc into studiomdl.exe and if you did this all correctly it should work If theres anything wrong with this put it into the comments below

http://www.mediafire.com/file/7xj9oc7msvsl217/How_...
  • Hello, i tried following this tutorial and got stuck at the QC section. If possible can you go into depth on what to type into the QC, or is it just copy and paste? Also studiomdl.exe in the file you provided doesen't seem to open and I can't seem to find it anywhere else online. And last but not least I am trying to create a player model for seven co-op and was wondering if you know a thing or two on how to create one? Thanks.

    URL to post:

  • bro, i dragged the qc file into the studiomdl.exe but nothing happened ! can you please help ?

    URL to post:

  • What makes the tutorial you submitted unique from this one ?

    URL to post:

englerpountoon.blogspot.com

Source: https://gamebanana.com/tuts/12503

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