Re: [article] Custom Props: Part 1
Posted by warlord on Sat Apr 9th at 3:39am 2005
Id like to see what you do as far as texturing with vtf's
im familiar with how to texture in milk but how do i create the texture for a model (like is there any special parameters?
and how do you do "lod"?
other than that nice

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Re: [article] Custom Props: Part 1
Posted by Ferret on Sat Apr 9th at 5:05am 2005
Ah man i feel bad for you for using milkshape. SOmone get this poor man a real modeling program. HOwever it is a good intro.

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Re: [article] Custom Props: Part 1
Posted by Myrk- on Sat Apr 9th at 9:43am 2005
TBH I find milkshape to be a good modelling program- doesn't contain a load of crap and useless stuff. It was built for HL, so it works for HL!

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Re: [article] Custom Props: Part 1
Posted by Myrk- on Sat Apr 9th at 9:45am 2005
One thing I'm curious about- how do you get the scale correct? You could in theory build the basic shape of this in Hammer and export the dxf, then import that...

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Re: [article] Custom Props: Part 1
Posted by pepper on Sat Apr 9th at 10:14am 2005
Wow, sweet tutorial!
Its a coincidence that i created a week ago a similair security camera for half-life:)

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Re: [article] Custom Props: Part 1
Posted by habboi on Sat Apr 9th at 12:01pm 2005
Very odd Pepper :O
Nice tutorial.

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Re: [article] Custom Props: Part 1
Posted by ReNo on Sat Apr 9th at 6:59pm 2005
Don't you worry my KungFuSquirrel, thats planned for the animation section. But now you mention it, is it the origin in model space that acts as the origin, or the primary joint in the model? The props I've put into source had their main joint at the origin, so I couldn't actually tell you. I'll need to test it I guess.

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Re: [article] Custom Props: Part 1
Posted by warlord on Tue Apr 12th at 2:00am 2005
I had forgotten to ask. how do you create custom hitboxes. so physics can be more accurate?

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Re: [article] Custom Props: Part 1
Posted by mike-o on Tue Apr 12th at 6:25pm 2005
Does milkshape even have source compiling tools?
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