how do i add a model in mdl format to my map

how do i add a model in mdl format to my map

Re: how do i add a model in mdl format to my map Posted by spideyslug on Tue Nov 13th 2007 at 10:15pm
spideyslug
2 posts
Posted 2007-11-13 10:15pm
2 posts 0 snarkmarks Registered: Nov 13th 2007 Location: usa
Hola! I'm a newb at mapping and coding . so my question is how do iadd models in mdl format to my maps? I use Valve hammer editor to create my maps. I have used some custom prefabs that are in rmf and map format and this makes wonder if maybe i need to convert the mdl to that or something? :confused:
Re: how do i add a model in mdl format to my map Posted by Le Chief on Tue Nov 13th 2007 at 11:09pm
Le Chief
2605 posts
Posted 2007-11-13 11:09pm
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Well, all models are in .mdl format. To add a model to a map you use the cycler entity. All you have to do is tell the entity where the model it.

You do not add c:\sierra\half-life\valve\models\tree.mdl. What if you release the map on the internet or somebody has half-life installed on their d drive or they have the steam version of half-life or something. You just need to type in models/tree.mdl (or) models/player.mdl. Anything like that, adding in c:/sierra/half-life/valve is not needed and will not work. And always use foward slashes (/) not back slashes (\)
Aaron's Stuff
Re: how do i add a model in mdl format to my map Posted by spideyslug on Wed Nov 14th 2007 at 5:29am
spideyslug
2 posts
Posted 2007-11-14 5:29am
2 posts 0 snarkmarks Registered: Nov 13th 2007 Location: usa
Thx! I'll do that.
Re: how do i add a model in mdl format to my map Posted by StoneFrog on Sat Nov 17th 2007 at 7:56pm
StoneFrog
3 posts
Posted 2007-11-17 7:56pm
3 posts 0 snarkmarks Registered: Nov 17th 2007
If you are mapping for Half-Life (or any mods based off of it) you can generally use one of these:

Cycler - Shows a model. If you "use" it ingame, you can pause/unpause its animation. Hitting it makes it play its next animation.

Monster_generic - You may remember in Half-Life several models (mainly in the intro) such as the forklift guy or the loading robot. They don't have their own entities in Hammer, so a monster_generic was used. This is basically an entity that can be used to display any model, and by using either a scripted_sequence or an aiscripted_sequence, you can make it play an animation.

Monster_furniture - In truth, I don't know what this feller does. It's essentially a monster_generic. In fact, just use monster_generics. I think monster_furniture was for some old obsolete function, anyway.

Good luck! Also, if you aren't mapping for HL1/a mod based off it, the monster_ ones will not be available and you will have to use a cycler. You can use MilkShape3D to tweak models to only play one animation, so hitting them won't mess them up. Putting an invisible func_wall around them helps also, to avoid people hitting them (as cyclers bleed "paint chips and bird poo" when hit). Search somewhere else for help on MilkShape 3D. TWHL has a tut on it.