Half-life2 modelling tutorials

Half-life2 modelling tutorials

Re: Half-life2 modelling tutorials Posted by KoRnFlakes on Fri Feb 17th 2006 at 11:51am
KoRnFlakes
1125 posts
Posted 2006-02-17 11:51am
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
I have been trying to get a viewmodel (weapon) into a game for bloody
ages. It's driving me up the wall, there are plenty of mods out there
with new weapons - but no tutorials on how to actually get it done.

I have a model (no idea if it's to scale because there is no way of
finding out it seems). The model itself is built & has a temporary
quick uvmapped skin on just to see if I can get it in-game.

I havent a clue how to put hands on it / animate it / get it into hl2.

Any help is much appreciated.
My Pit
Re: Half-life2 modelling tutorials Posted by fishy on Fri Feb 17th 2006 at 1:38pm
fishy
2623 posts
Posted 2006-02-17 1:38pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
i've not tried it with hl2 models yet, but in hl1, all you had to do was decompile one of the existing weapon models, import your own weapon and carefully position it over the existing weapon. tie the vertices to the bones that the original was tied to, delete the original, and save the file as the ref.smd. make whatever changes are needed in the .qc file regarding textures, filename, output directory etc, and recompile.

the key to this being successful, is whatever you do, DON'T MOVE THE REFERENCE SKELETON!!

if you don't already have it, you can get cannonfodder's decompiler at http://www.chaosincarnate.net/cannonfodder/cftools.php?program=studiocompiler

btw, one unit in milkshape=1 unit in hammer=1 inch. the milkshape grid doesn't make it easy to tell how many points apart things are, but moving a loose vertex with typed x/y/z values will give you a good idea of how close to scale things are.
i eat paint
Re: Half-life2 modelling tutorials Posted by Orpheus on Fri Feb 17th 2006 at 4:54pm
Orpheus
13860 posts
Posted 2006-02-17 4:54pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
I always heard that reskinning an existing model was much easier than trying to make a totally new one Korn.

If all your attempts fail, you might need to do this with your current product.

/2 cents

The best things in life, aren't things.