Re: models
Posted by Monqui on
Mon Jan 5th 2004 at 4:42pm
Monqui
member
743 posts
94 snarkmarks
Registered:
Sep 20th 2002
Occupation: Poor College Student
Location: Iowa, USA
Heya Meyham.
Yeah, not too many modellers hang out around here, unfortunately... Sorry bud.
Re: models
Posted by Vash on
Mon Jan 5th 2004 at 5:14pm
Vash
member
1206 posts
181 snarkmarks
Registered:
Feb 4th 2003
Occupation: Afraid of Spiders
No worries, I am fixing it for him ^_^.
Re: models
Posted by fishy on
Mon Jan 5th 2004 at 8:04pm
fishy
member
2623 posts
1476 snarkmarks
Registered:
Sep 7th 2003
Location: glasgow
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.
Re: models
Posted by Vash on
Mon Jan 5th 2004 at 9:28pm
Vash
member
1206 posts
181 snarkmarks
Registered:
Feb 4th 2003
Occupation: Afraid of Spiders
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.
Re: models
Posted by Hornpipe2 on
Mon Jan 5th 2004 at 10:37pm
Posted
2004-01-05 10:37pm
636 posts
123 snarkmarks
Registered:
Sep 7th 2003
Occupation: Programmer
Location: Conway, AR, USA
I wondered the same question before: how can I remove Gordon's rat tail?
Re: models
Posted by Myrk- on
Tue Jan 6th 2004 at 11:37pm
Posted
2004-01-06 11:37pm
Myrk-
member
2299 posts
604 snarkmarks
Registered:
Feb 12th 2002
Occupation: CAD & Graphics Technician
Location: Plymouth, UK
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.
Re: models
Posted by Forceflow on
Wed Jan 7th 2004 at 12:50pm
Posted
2004-01-07 12:50pm
2420 posts
451 snarkmarks
Registered:
Nov 6th 2003
Occupation: Engineering Student (CS)
Location: Belgium
I'd say like, load the gordon mdl up in Milkshape, cut the tail, export it. Done.