models
Post Reply
Quote
Re: models
Posted by MayheM on Mon Jan 5th at 4:28pm 2004


I found some kick @$$ models for hostages and i want to alter them a little bit. They have knifes in there hands and i need to take them out. how can i go about doing this. I have tried to import them into milkshape but i can not seem to get it to work. i am guessing once i get the file open it should be pretty easy to delete the knife...

can someone help me out here???





Quote
Re: models
Posted by Vash on Mon Jan 5th at 4:41pm 2004


www.psionic3d.co.uk << Modelling Community [addsig]



Quote
Re: models
Posted by Monqui on Mon Jan 5th at 4:42pm 2004


Heya Meyham.

Yeah, not too many modellers hang out around here, unfortunately... Sorry bud. [addsig]




Quote
Re: models
Posted by Vash on Mon Jan 5th at 5:14pm 2004


No worries, I am fixing it for him ^_^. [addsig]



Quote
Re: models
Posted by fishy on Mon Jan 5th at 8:04pm 2004


i see Vash is doing this, but i thought i'd stick up the solution anyway, as editing an existing model can be one of the easier things to do with milkshape.

tools > half-life > decompile normal hl mdl model

you are presented with a choice of which parts of the model to decompile ( reference, sequence, texture and .qc file). check all of them. hit ok, and all the files you need will be created in the same folder as the original model.

as the reference file (the one you will want to edit) has the same .smd extension as the sequences, you will need to find its name before you can import it to milkshape. you can find its name in the .qc file. open this file with a text editor, and look for something like this

$bodygroup body
{
studio "rocket4"
}

in my example, rocket4 would be the name of the smd reference file. so in milkshape you should now go to file>import>half-life smd. select the smd that was named as the bodygroup, and edit away.

when your tampering is complete, export the smd back to where it came from. (with the same name of course) when you are asked if it has to be exported as a sequence or a reference, choose reference.

now, in ms again, go to tools>half-life>compile qc file. select the qc file, hit ok.

if it has all gone to plan, a spinky new model will have replaced the original.

oh, remember keep a copy of the original model in a safe place before you do this.





Quote
Re: models
Posted by Vash on Mon Jan 5th at 9:28pm 2004


Tis no problem for me fishy...Only problem for me is deleting the entire knive without deleting any bones, joints, hands, or creating back-faces :S. [addsig]



Quote
Re: models
Posted by Hornpipe2 on Mon Jan 5th at 10:37pm 2004


I wondered the same question before: how can I remove Gordon's rat tail?

[addsig]



Quote
Re: models
Posted by OtZman on Tue Jan 6th at 3:23am 2004


? posted by Hornpipe2

I wondered the same question before: how can I remove Gordon's rat tail?

I've never noticed that he has a rat tail...

[addsig]




Quote
Re: models
Posted by Vash on Tue Jan 6th at 8:53pm 2004


Rat tail = Pony tail [addsig]



Quote
Re: models
Posted by Myrk- on Tue Jan 6th at 11:37pm 2004


I could do it for you, take 10 seconds. PM me.

Edit by CCS: This isn't really the type of solution that should be marked as a potential answer to the question.

[addsig]




Quote
Re: models
Posted by Forceflow on Wed Jan 7th at 12:50pm 2004


I'd say like, load the gordon mdl up in Milkshape, cut the tail, export it. Done.




Post Reply