Half-life2 modelling tutorials
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Re: Half-life2 modelling tutorials
Posted by KoRnFlakes on Fri Feb 17th at 11:51am 2006


I have been trying to get a viewmodel (weapon) into a game for bloody ages. It's driving me up the wall, there are plenty of mods out there with new weapons - but no tutorials on how to actually get it done.

I have a model (no idea if it's to scale because there is no way of finding out it seems). The model itself is built & has a temporary quick uvmapped skin on just to see if I can get it in-game.

I havent a clue how to put hands on it / animate it / get it into hl2.

Any help is much appreciated.






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Re: Half-life2 modelling tutorials
Posted by fishy on Fri Feb 17th at 1:38pm 2006


i've not tried it with hl2 models yet, but in hl1, all you had to do was decompile one of the existing weapon models, import your own weapon and carefully position it over the existing weapon. tie the vertices to the bones that the original was tied to, delete the original, and save the file as the ref.smd. make whatever changes are needed in the .qc file regarding textures, filename, output directory etc, and recompile.

the key to this being successful, is whatever you do, DON'T MOVE THE REFERENCE SKELETON!!

if you don't already have it, you can get cannonfodder's decompiler at http://www.chaosincarnate.net/cannonfodder/cftools.php?program=studiocompiler

btw, one unit in milkshape=1 unit in hammer=1 inch. the milkshape grid doesn't make it easy to tell how many points apart things are, but moving a loose vertex with typed x/y/z values will give you a good idea of how close to scale things are.




i eat paint



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Re: Half-life2 modelling tutorials
Posted by Orpheus on Fri Feb 17th at 4:54pm 2006


I always heard that reskinning an existing model was much easier than trying to make a totally new one Korn.

If all your attempts fail, you might need to do this with your current product.

/2 cents





The best things in life, aren't things.




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