1.0 Modeling FAQ


DANZA
05-02-2003, 01:55 PM
How Do I turn off the dog?
type _ah 0 in console.

Can I use another crosshair?
Yes. We are still trying to figure out some and how they work, but for now type cl_dynamic_xhair 0 in console to make it a small non moving one if you dont like it.
Marzy released the first one (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=1357), which is a green dot.
look Here (http://dropzone.fragism.com/1cross.jpg) To see how the new crosshair works. 3.x one on the left, beside it is the 1.0.

How do i get rid of the icons ontop of the players?
Type cl_easymode 0 in console
also try cl_identicon 0

Will my 3.1 weapon models work in 1.0?
There are reports (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=1276) that yes they will work. There are problems with the weapons that have new features added (for example there will not be a buttsmack animation on a 3.1 garand)

Will my 3.1 player models work in 1.0?
No they will need to be converted to work with it. Some guys are already figuring it out. The Compiler has been released so people will be pushing these out.

Will my 3.1 sprites work with 1.0?
Yes. Sprites can be replaced like in the last game. HUD's will need to be edited to work. Look for some player icon releases, and flag icon releases as well.

How come the models have huge fronts in HLMV?
This is because they were purposly distorted because when rendered in halflife, the models are distorted by the engine. 1.0 accounted for that by makign the fronts big, making it look better ingame.

How do i convert a player model to 1.0?
This is being worked on. It may be as simple as changing the animations, or may be harder and involve reassigning vertex's.

What are submodels?
Sub models are smaller model parts that can be put together to form one model. This is all saved in one file to save space.
Read more (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=1260) explained by Devin Kryss


Why are my FPS so low?
Dod is not a lot more graphically intense. You can lessen the load on your computer by disabling the minimap ("m" key by default, or cl_minimap 0) and by disabling particle effects (cl_particlefx 0 disables everything , cl_particlefx 1 diables weather only, cl_particlefx 2 everything on)

How do i make transparent models?
http://collective.valve-erc.com/index.php?doc=1043360861-70912800 Tutorial by Jake Jungels. You will also need the new studiomdl which is on said tutorial site.

How do i compile my player model?
Use this compiler
http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=4245

Any other questions you need answered ask away. The DANZ and helpfull MSAers will be happy to help.

05-02-2003, 02:17 PM
Very nice, this should be a sticky.

Tekkobra
05-02-2003, 02:32 PM
Well this is not really my forum, but...

sticky :D


/runs

ripa
05-02-2003, 05:46 PM
Any info on how to get the transparencies working? I decompiled the sten and recompiled it again and the transparencies didn't work anymore so we probably need a new compiler. Anyone know when we are going to get our hands on it?

DANZA
05-02-2003, 08:48 PM
SAME thing happened to me. I think we will need a new compiler, or to add a line in the .qc.

05-03-2003, 09:50 AM
Any news on the compiler or how to make it transparent ingame :o

Whiskas
05-06-2003, 01:14 AM
for the love of kittens we need to find out how to set those transparencies

05-06-2003, 11:20 AM
I have a problem

in 3.1 all models have been accessable through the model/players folder

in 1.0 there are only a few -> rifleclass for basic and para mode. the other models I assume to be compiled in another file.

where is this file and how do I decompile them?

Nikolaisqp
05-06-2003, 01:26 PM
all the models are in thousgh files they have sub models for the other classes

05-06-2003, 06:10 PM
and how do I access them? - I tried with HL view but I've only been able to get rifleclass.

DANZA
05-08-2003, 05:22 AM
CLICK the BODY tab, then choose submodels.


UPDATED with transparency and new compiler stuff.

Die Schlampfe
05-17-2003, 09:22 PM
Just a small quick question. Which program is more easy to learn with? Milkshape or 3DS?

Or is there another that might be easier to learn for modelling 'newbies'

DANZA
05-18-2003, 06:27 AM
Milkshape is the more simple one. 3DSM takes like years to learn with profesional courses and stuff.

Hemi Cuda
05-19-2003, 12:38 PM
I tried to edit the default models with MS3D and now I cannot get them to recompile with studiomdl. The only thing I changed was the gear placement on the Stg 44 gunner. Any ideas on what I'm doing wrong?

DANZA
05-21-2003, 01:38 PM
the QC is probalaly wack.
compile with DOS:
CD c:/axis-inf
studiomdl.exe axis-inf.qc

Hemi Cuda
05-23-2003, 03:51 PM
Thanks Danza.
I got one more for you, how do I edit the weapon origins? Thanks again.

07-05-2003, 08:34 PM
the studioml program doesnt even open

dirt_bag
08-08-2003, 10:16 AM
Erm how about

Where can i find dod map models for 1.0??
i need lots!!

ygor
08-12-2003, 12:02 PM
Q: How can i save from .max to .smd?
A : Go to Maxplugins - plugin to 3dsmax from Valve (http://www.maxplugins.de/max5.php?range=Import%20/%20Export) and now you can export to .smd . And its free. Great! :D

LOTP
08-31-2003, 07:30 AM
bump i guess

how can you use the studiomdl.exe i click on but it doesn't even do anything.

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.