[article] Custom Props: Part 1

[article] Custom Props: Part 1

Re: [article] Custom Props: Part 1 Posted by ReNo on Fri Apr 8th 2005 at 7:45pm
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This is a discussion topic for the article "Custom Props: Part 1" by ReNo which can be found here

Article description:

Modelling in Milkshape
Loading embedded content: Article #142
Re: [article] Custom Props: Part 1 Posted by warlord on Sat Apr 9th 2005 at 3:39am
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Posted 2005-04-09 3:39am
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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
Re: [article] Custom Props: Part 1 Posted by Ferret on Sat Apr 9th 2005 at 5:05am
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Posted 2005-04-09 5:05am
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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.
Re: [article] Custom Props: Part 1 Posted by Orpheus on Sat Apr 9th 2005 at 5:08am
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Posted 2005-04-09 5:08am
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How in the f**k did you get so many images out of a possible 8 total?
someone cheated.

nice tut btw :)
Re: [article] Custom Props: Part 1 Posted by Myrk- on Sat Apr 9th 2005 at 9:43am
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Posted 2005-04-09 9:43am
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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!
Re: [article] Custom Props: Part 1 Posted by Myrk- on Sat Apr 9th 2005 at 9:45am
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Posted 2005-04-09 9:45am
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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...
Re: [article] Custom Props: Part 1 Posted by pepper on Sat Apr 9th 2005 at 10:14am
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Posted 2005-04-09 10:14am
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Wow, sweet tutorial!
Its a coincidence that i created a week ago a similair security camera for half-life:)
Re: [article] Custom Props: Part 1 Posted by habboi on Sat Apr 9th 2005 at 12:01pm
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Posted 2005-04-09 12:01pm
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Very odd Pepper :O

Nice tutorial.
Re: [article] Custom Props: Part 1 Posted by ReNo on Sat Apr 9th 2005 at 12:39pm
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Posted 2005-04-09 12:39pm
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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 ;)

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 :)
Re: [article] Custom Props: Part 1 Posted by KungFuSquirrel on Sat Apr 9th 2005 at 5:12pm
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Origins! For the love of god, ORIGINS! Did I mention you should cover origins? :)

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 ;)
Re: [article] Custom Props: Part 1 Posted by ReNo on Sat Apr 9th 2005 at 6:59pm
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Posted 2005-04-09 6:59pm
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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.
Re: [article] Custom Props: Part 1 Posted by warlord on Tue Apr 12th 2005 at 2:00am
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Posted 2005-04-12 2:00am
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I had forgotten to ask. how do you create custom hitboxes. so physics can be more accurate?
Re: [article] Custom Props: Part 1 Posted by mike-o on Tue Apr 12th 2005 at 6:25pm
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Posted 2005-04-12 6:25pm
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Does milkshape even have source compiling tools?
Re: [article] Custom Props: Part 1 Posted by ReNo on Tue Apr 12th 2005 at 7:26pm
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Posted 2005-04-12 7:26pm
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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 :)
Re: [article] Custom Props: Part 1 Posted by Damic on Tue Apr 26th 2005 at 8:00am
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Posted 2005-04-26 8:00am
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Woooooow dude :D
Re: [article] Custom Props: Part 1 Posted by toxic-mapper on Sun Jan 8th 2006 at 10:52am
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That was perfect...