[article] Custom Props: Part 1
Post Reply
Quote
Re: [article] Custom Props: Part 1
Posted by ReNo on Fri Apr 8th at 7:45pm 2005



This is a discussion topic for the article "Custom Props: Part 1" by ReNo which can be found here

Article description:

Modelling in Milkshape






Quote
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




Quote
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.



Quote
Re: [article] Custom Props: Part 1
Posted by Orpheus on Sat Apr 9th at 5:08am 2005


How in the f**k did you get so many images out of a possible 8 total?
someone cheated.

nice tut btw smiley




Quote
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!



Quote
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...



Quote
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:)




Quote
Re: [article] Custom Props: Part 1
Posted by habboi on Sat Apr 9th at 12:01pm 2005


Very odd Pepper :O

Nice tutorial.




Quote
Re: [article] Custom Props: Part 1
Posted by ReNo on Sat Apr 9th at 12:39pm 2005


All the issues you guys raise are very valid, but I really didn't want to fill this part of the tutorial out any more than I already have.

Warlord, I'll cover all the stuff about VTF's in the skinning part of the tutorial, and LOD stuff I'll do in the compiling part.

Orph, just uploaded them all to my pit smiley

Myrk, milkshape does actually have a unit number down in the bottom left, so you can check the size of your model there. For this part of the tutorial size isn't an issue, but obviously once you are putting it into source it matters. The unit conversion is 1 to 1, so a 64 unit tall milkshape model will be 64 units tall in hammer. When compiling you can scale the model, so the size you build it is really of no consequence.

Glad you all like it, and Ferret, after reading up some tutorials on 3ds max, I think I'd kill to get the knife tool smiley




Quote
Re: [article] Custom Props: Part 1
Posted by KungFuSquirrel on Sat Apr 9th at 5:12pm 2005


Origins! For the love of god, ORIGINS! Did I mention you should cover origins? smiley

You'd think origin placement would be easy, but it's practically the most common thing that'll go wrong between art and design departments, it seems. :P Nothing worse than a poorly placed origin - especially when you don't have a wireframe view to line it up on the grid smiley




Quote
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.



Quote
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?



Quote
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?



Quote
Re: [article] Custom Props: Part 1
Posted by ReNo on Tue Apr 12th at 7:26pm 2005


It doesnt need to, all it does is export to the SMD file format which the SDK model compile tools then use. to compile into an MDL.

The process of making a physics model, or a lower LOD version, is all still modelling. If you can build the highest detail version of a model, then its easy to make lower detail versions or physics versions using milkshape as well. I'll discuss the technical side of these in the compiling part, but don't expect me to explain the building process in as much detail as I have here smiley




Quote
Re: [article] Custom Props: Part 1
Posted by Damic on Tue Apr 26th at 8:00am 2005


Woooooow dude smiley



Quote
Re: [article] Custom Props: Part 1
Posted by toxic-mapper on Sun Jan 8th at 10:52am 2006


That was perfect...




Post Reply