Posted by Orpheus on Sun Dec 25th at 9:56pm 2005
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Posted by Captain P on Sun Dec 25th at 11:36pm 2005
In Milkshape's Groups tab, there's a section called Smoothing Groups, just below the Group section. Click the Assign button here, and whenever you click on one of the numbered buttons, the selected faces will be put into that smoothing group. The rest is pretty self-explanatory, I assume. Have fun with them.
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Posted by KoRnFlakes on Thu Dec 29th at 2:31pm 2005
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with minor knowledge of smoothing groups now, I still couldnt sort out the handle>body back transition, but other than that I think I got it.
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Posted by ReNo on Thu Dec 29th at 2:32pm 2005
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Posted by Orpheus on Thu Dec 29th at 3:01pm 2005
I have a question so please excuse my ignorance.
Will this model be a functional one, such as a weapon one carries and fires, or one that is in a gun rack on display?
I am curious because I wonder how the two model types differ from one another in a game, and in the creation prcesses.
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Posted by French Toast on Thu Dec 29th at 3:26pm 2005
A gun rack gun though, you simply make a lower poly model, and put it with a rack.
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Posted by KoRnFlakes on Thu Dec 29th at 4:17pm 2005
just gotta find a tutorial for skinning via milkshape, uv mapping I think it's called. But i'm struggling to find anything at all.
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Posted by ReNo on Thu Dec 29th at 4:25pm 2005
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Posted by KoRnFlakes on Thu Dec 29th at 4:36pm 2005
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Posted by fishy on Thu Dec 29th at 4:59pm 2005
Orph, the actual gun would be made much the same way whether it's for use, or for show. At least for the old engine it would have been, and i don't think that too much has changed.
It was only a matter of decompling the original model and opening it's reference smd (it holds all the bones/polys) in your model editor. Then you import the polys of your new model, placing it in the exact same position as the original. Delete the original polys, and save as a new reference. Compile this, and you get a new model that should work as well as the original.
V_models, the ones that you see in your hands, are different from the models that you see in other peoples hands (P_models), and are normally optimized by removing any poly that won't be seen be you. W_models, those normally seen lying around were 20-30% bigger, because, for some reason, they look too small when they are the same size as p_models.
Posted by KoRnFlakes on Thu Dec 29th at 6:00pm 2005
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Posted by ReNo on Thu Dec 29th at 6:55pm 2005
http://www.members.lycos.nl/jonim8or/tutorials.html
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Posted by KoRnFlakes on Tue Jan 17th at 3:55pm 2006
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almost finished uv mapping. gotta start painting the skin soon :S
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Posted by Gwil on Tue Jan 17th at 4:03pm 2006
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Posted by ReNo on Tue Jan 17th at 6:08pm 2006
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Posted by parakeet on Wed Jan 18th at 1:50am 2006
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Posted by KoRnFlakes on Wed Jan 18th at 10:02am 2006
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ta for that.
pretty much done, I have at least got everything to fit in with each other. just gotta adjust a few bits ' bobs if they look stretched.

and there it is with that uv map on it.
Edit: i've a few questions.
Are the skin files for hl2 weapons 1024? that's what I made mine
What file type are they?
Do I need to do anything specifically now? in case it hinders me later on in the process of getting it in game.
Are there any tutorials on how to actually finish off the model & get it into hl2?
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