Any Source models yet?


ez
04-16-2005, 11:22 PM
I was wondering if anyone has begun making source models yet? Or if its possible right now.

S1L3NC3D
04-16-2005, 11:25 PM
My Thompson was compiled to CS:S. Check the releases section.

ez
04-16-2005, 11:27 PM
I mean for DoD Source. Nice tommy too btw.

S1L3NC3D
04-17-2005, 12:05 AM
Oh... So, were you asking the beta testers if they had compiled any custom models?

ez
04-17-2005, 01:26 AM
Noooo. If any of the guys here in MSA has started making DoD Source models.

Watchtower
04-17-2005, 01:57 AM
Good freaking question dude!

Shoot, alot of the ones made for HL1 will look great in source, especially with the new lighting effects.

And since we all know for a fact all the weapons are default 1.3 models.......why not start posting conversions?

Do you guys not know how? Need help?? Porting a Hl1 to HL2 model is very easy, as long as all the textures are in the right resolution/size.

hobosphere
04-17-2005, 07:12 AM
Yeah i converted an existing carbine to source but kind of ...can't test it in Dod:S you know what i mean :confused: :confused: :dog:
carbine (http://img135.echo.cx/img135/2643/ok0vk.jpg)

Also started modelling a k98 for Dod:source and any other ww2 HL2 mod community that wants to use it. But i'm working with cannon fodders decompile/import/export tools..and well this is my current progress of getting it to export properly.

His decompiler rotates v_weapons 90 degrees some way..
His importer adds 0 to the end of every bone name
His exporter is .... i don't know whats wrong with it but i get this
k98 progress woo (http://img135.echo.cx/img135/4849/cool8rr.jpg)

Trp. Jed
04-17-2005, 09:28 AM
Yeah. I might of. :rolleyes:

S1L3NC3D
04-17-2005, 10:14 AM
Ah, well I originally made my Thompson for DoD:S, people just compiled it for everything else.

Jibba-Jabba
04-17-2005, 11:25 AM
Originally posted by Trp. Jed
Yeah. I might of. :rolleyes:

WARNING This post may contain traces of humour, sarcasm....

ez
04-17-2005, 02:38 PM
Originally posted by Trp. Jed
Yeah. I might of. :rolleyes:
Have you tested them out in DoD:s yet? Plus, you think you could help hobosphere out w/ his problem?

The reason I'm asking is that when we get done w/ the new DoDec Source site, it would be nice to have some models on it.

FLIPINOMAD
04-17-2005, 02:44 PM
does Source SDK let us work On DOD models? O they haven't released that part of the new addition yet? Because I plan to make sum weapon models.

Trp. Jed
04-17-2005, 03:09 PM
The SDK doesnt contain anything specific to DoD but it doesnt stop you doing certain things as a lot is common to all source games.

The biggest problem with the current decompiler is it doesnt decompiled everything in the MDL perfectly, mainly QC parameters.

I've had pretty good success in getting some bits from Hl1/DoD into CS/HLDM but its mostly been a case of using the existing SMD reference and anim file but re-building the QC using the HL2 samples from the SDK. Certainly the animation blends and event commands are very different.

It's also wise to use the actually attachment set-up tools in HLMV rather than try and hand edit the QC by hand.


As for what I've sucessfully got into source, I've done a couple of v models (SA80 for another mod and my Enfield Sniper Rifle), p/w models, player models and a fair few prop model experiements.

Watchtower
04-17-2005, 04:12 PM
OMG you guys, there is an excellent program out there for HL2 model compiling!!!

Its so fast and easy, ive done about 20 hl1 to hl2 model ports! And a few originals!

Im shocked and appalled no one else knows about this!!

Download this! NOW!
http://www.halflife2.net/forums/showthread.php?t=72059

this thing works like a champ. Easy GUI. Can compile static props, prop_physics models, and weapon models.

Choose wisely where you install it, youll be opening and closing folders ALOT! Un-install it before you decide to move the folder to a new area, or it wont work at all.

If in doubt......help is near people. And for heavens sake, read the instruction manual. Thank me later.

Divium
04-17-2005, 09:48 PM
SWEET GOD THANK YOU!

I just converted one of Splinter's Carbines. Works beautifully! :D:D:D

hobosphere
04-18-2005, 02:18 AM
Originally posted by Watchtower
OMG you guys, there is an excellent program out there for HL2 model compiling!!!

Its so fast and easy, ive done about 20 hl1 to hl2 model ports! And a few originals!

Im shocked and appalled no one else knows about this!!

Download this! NOW!
http://www.halflife2.net/forums/showthread.php?t=72059

this thing works like a champ. Easy GUI. Can compile static props, prop_physics models, and weapon models.

Choose wisely where you install it, youll be opening and closing folders ALOT! Un-install it before you decide to move the folder to a new area, or it wont work at all.

If in doubt......help is near people. And for heavens sake, read the instruction manual. Thank me later.
It's a nice program but i want all the max plugins to work properly. I never want to use milkshape 3d again for the rest of my natural life so if i can finally export properly to source mdl format from max i'll be happy.

When i export my k98 and compile, it rotates it 90 degrees to the right (from the top view)
http://img57.echo.cx/img57/2258/test5ie.jpg


For all the sequences i had to add rotate -90, so the viewmodel origin is correct, but the actual k98 model is still screwed.
$sequence shoot2 "shoot2" ACT_VM_PRIMARYATTACK_SILENCED 1 fps 20.00 rotate -90 {
{ event 5001 0 "1" }
{ event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_556 2 150" }
}

Does anyone have a clue what's wrong? If i rotate it in max 90 degrees left then export it's in the right position but i shouldn't have to do that plus it's a messy way of doing it because then the model is not lined up with the bones and figuring out it's correct position is silly

Trp. Jed
04-18-2005, 03:05 AM
Which exporter are you using?

hobosphere
04-18-2005, 03:06 AM
Cannonfodders for max7 here
http://www.chaosincarnate.net/cannonfodder/cftools.htm

ez
04-19-2005, 04:06 AM
As soon as you guys get a DoD:S model done, email it to me for the new DoDec:S site. It would be nice to have a grand opening and actually have something to download.

Any word on the sound and how its formatted?

Makabi Gafera
04-19-2005, 04:40 AM
afaik, Source sound format is 44,100 Hz, 16 bit, Stereo PCM.

hobosphere
04-22-2005, 02:30 AM
Ok i have it figured out! I used the scout bones instead, and cannonfodders recently released decompiler.
http://img155.echo.cx/img155/9396/test7gf.jpg
http://img155.echo.cx/img155/8708/test27si.jpg
I also used Chris Cooksons smd importer script.

Got my k98 exporter properly. Now i gotta finish working on the model!

/runs away excited :carrot: :carrot:

ez
04-22-2005, 09:56 PM
Nice hobo! Remember to make it right handed for DoD also.

LtSmith
04-23-2005, 10:53 AM
That kar 98 is really fantastic, great job hobo.

S1L3NC3D
04-23-2005, 10:53 PM
ez, I can tell you, once DoD:S is released, there will be many conversions of good guns to Source (some probably by me, as long as they have default animations). But, the was I see it, only the beta testers would be able to compile weapons for DoD:S now, and Id be mighty upset if they were spending their time making DoD:S models instead of playing the game :D

Effexx
04-30-2005, 02:57 AM
Jed: Didn't you say once that weighted vertices don't really matter all that much with player models? I still haven't gotten around to learning XSI yet... I just love my Milkshape so much :)

ez: When I get something worth your while I'll tantalize you with a pic... Lets just say that recently (when I've gotten a spare moment or two) I've been messing around again, and have got some groundwork laid for a Cobra Viper player model ;) At the moment I'm looking to use it (when it's done) as a Terrorist replacement in CSS...


...

ez
05-02-2005, 08:13 PM
I'm still waiting for Snakeyes you made but never released. You still got the Joe pack you converted to 1.1?

Effexx
05-03-2005, 04:20 AM
Originally posted by ez
I'm still waiting for Snakeyes you made but never released. You still got the Joe pack you converted to 1.1?


uh yeah.. Snake Eyes is still sitting at about 65% completed... I never finished texturing the model, or assigning the vertices to the bones... I kind of regret not getting him done... He and Duke would have topped off my G.I. Joe Para Pack... Which, by the way, I do believe I still have archived off on a dvd somewhere... I'm still planning on working up a DoD:S Joe pack whenever that comes out...


...

Trp. Jed
05-03-2005, 06:18 PM
Originally posted by Effexx
Jed: Didn't you say once that weighted vertices don't really matter all that much with player models? I still haven't gotten around to learning XSI yet... I just love my Milkshape so much :)

Nope, you dont have to use weighted vertices - Source still supports the old HL1 smd format for compiling models, in fact the player models in DoD:S are still unweighted.

You will still have the same issues with joints getting stretched and distorted though without some clever modelling.

The current Milkshape supports VTF textures and both Source and HL1 format SMD versions.

I used Milkshape to get my airborne models into CS:S (remember them from the dod_density in source screens?) no problem at all.

kwsn
05-03-2005, 09:03 PM
question, do the textures have to be in TGA format?

Trp. Jed
05-03-2005, 09:13 PM
No, because ultimately you have to convert all textures to VTF format anyway for the material system in Source.

If you use VTEX or VTFTool to create your textures then yes, they do have to be in TGA format to convert them to VTF but Nem's new VTFEdit program can convert just about any image format over.

Effexx
05-10-2005, 06:10 AM
Sweet... Thanks... That takes a load off my shoulders having to worry about weighted vertices... I guess that leaves me with no excuses to not get something done ... lol...


...

ez
05-11-2005, 12:04 PM
How about mailing me those Joes for 1.1 and the Cobras too. I never did host them at the DoDec.

Effexx
05-12-2005, 05:34 AM
alright... let me dig 'em out...

ez
05-12-2005, 02:20 PM
Cool:) Check your pm's too

Kieffer
05-12-2005, 08:12 PM
Can someone please send these models to me?? I want some for garrysmod pics.

Maxey
05-12-2005, 08:21 PM
How about less talk and more showing-off? ;)

Kieffer
05-12-2005, 09:40 PM
How bout less talk and more gimmie gimmie gimmie

ez
05-12-2005, 11:13 PM
I've been playing w/ these models for a long time.

http://home.comcast.net/~effexx1/Images/FX-GIJoeInfantryPack-1.1.jpg

Kieffer
05-14-2005, 11:48 PM
Can someone seriously please send me some of these models??

ez
05-16-2005, 10:22 PM
I got the Joe and Cobra models from Effexx today. I'll have them hosted on the DoDec in a couple days.

Day of Defeat Forum Archive created by Neil Jedrzejewski.

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Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.