models

models

Re: models Posted by FatStrings on Mon Nov 20th 2006 at 5:00pm
FatStrings
1242 posts
Posted 2006-11-20 5:00pm
1242 posts 144 snarkmarks Registered: Aug 11th 2005 Occupation: Architecture Student Location: USA
is it possible to download models, i am new so i haven't learned how to make them yet and creating ground up in hammer would take forever for some of the items i need<br style="color: white;">
Re: models Posted by Orpheus on Mon Nov 20th 2006 at 5:15pm
Orpheus
13860 posts
Posted 2006-11-20 5:15pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Fatman, we have models right here for download.

Where you been?

I'd contact Fishman, he has a s**tload of sources and whatnot.
Re: models Posted by reaper47 on Mon Nov 20th 2006 at 8:13pm
reaper47
2827 posts
Posted 2006-11-20 8:13pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Blender is good and free.

We had this very motivating small modeling competiton a while ago here (wouldn't be too bad to revive that idea btw!) you might find some links in there!
Why snark works.
Re: models Posted by smackintosh on Tue Nov 21st 2006 at 1:42am
smackintosh
175 posts
Posted 2006-11-21 1:42am
175 posts 38 snarkmarks Registered: Feb 12th 2006
garry's mod models a-plenty (mostly hexed)
http://forums.facepunchstudios.com/showthread.php?t=186507

http://www.fpsbanana.com

fishy's plane model is awesome
Re: models Posted by reaper47 on Tue Nov 21st 2006 at 11:26am
reaper47
2827 posts
Posted 2006-11-21 11:26am
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Oh, I forgot the link to Snarkpit's not-yet-very-popular models section:

http://www.snarkpit.net/editing.php?page=files&game=HL2&type=models
Why snark works.
Re: models Posted by FatStrings on Tue Nov 21st 2006 at 6:50pm
FatStrings
1242 posts
Posted 2006-11-21 6:50pm
1242 posts 144 snarkmarks Registered: Aug 11th 2005 Occupation: Architecture Student Location: USA
thank's guys
as soon as i feel im a competent mapper i'll start making my own, until then these should work
Re: models Posted by Stadric on Wed Nov 22nd 2006 at 1:21am
Stadric
848 posts
Posted 2006-11-22 1:21am
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
I especially recommend Cherokee team, it's linked at the bottom of the Snarkpit models. There's an asymptote load of models there.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: models Posted by FatStrings on Thu Nov 23rd 2006 at 11:13pm
FatStrings
1242 posts
Posted 2006-11-23 11:13pm
1242 posts 144 snarkmarks Registered: Aug 11th 2005 Occupation: Architecture Student Location: USA
i downloaded several models and they aren't showing up in hammer or in cs:s
it finds the models but all it has is a selection around where the entity should be, nothing else
Re: models Posted by Orpheus on Thu Nov 23rd 2006 at 11:26pm
Orpheus
13860 posts
Posted 2006-11-23 11:26pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
FatStrings said:
i downloaded several models and they aren't showing up in hammer or in cs:s
it finds the models but all it has is a selection around where the entity should be, nothing else
whispers

HL2 editing forums Fatman. :wink:

The best things in life, aren't things.
Re: models Posted by smackintosh on Fri Nov 24th 2006 at 12:18am
smackintosh
175 posts
Posted 2006-11-24 12:18am
175 posts 38 snarkmarks Registered: Feb 12th 2006
The model files and the material files for the models have to be in very specific directories. Usually they mirror each other.

example: a pooltable model for counter-strike might have this setup.

the model files go here>
...\counter-strike source\cstrike\models\pooltable

the material files for the model go here>
...\counter-strike source\cstrike\materials\models\pooltable

check the readme file (if there is one) to get these paths,
usually they are placed in the right directories in the .rar or .zip file

to put it in the map, you would place a "prop_physics" or "prop static" entity
in the map, alt + numpad enter to go to its properties, then choose world model and look for the model, I'd use the word filter and type "pool" to
find it faster.

NOTE>
If its not showing up when you compile it, then you might change the entity.
Such as make a prop_physics but disable its motion,
or change it to a prop_physics_multiplayer or prop_physics_override.
Re: models Posted by FatStrings on Fri Nov 24th 2006 at 2:25am
FatStrings
1242 posts
Posted 2006-11-24 2:25am
1242 posts 144 snarkmarks Registered: Aug 11th 2005 Occupation: Architecture Student Location: USA
i'm terribly sorry orph, it was just so convenient with this thread already in place

it won't happen again
Re: models Posted by Orpheus on Fri Nov 24th 2006 at 2:37am
Orpheus
13860 posts
Posted 2006-11-24 2:37am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
blushes

Yeah, right... OK then.

The best things in life, aren't things.
Re: models Posted by Le Chief on Sun Nov 26th 2006 at 3:16am
Le Chief
2605 posts
Posted 2006-11-26 3:16am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
....

Ok, is it me or does that NOT sound like fatstrings
Aaron's Stuff