DANZA
04-26-2003, 09:37 AM
Other Tutorial Threads:
How to make scope sprites (http://dayofdefeat.com/forums/showthread.php?s=&threadid=6005)
How to make a MP40 in 3D Studio Max 4 (http://dayofdefeat.com/forums/showthread.php?s=&threadid=10823)
1.0 Modelling FAQ (http://dayofdefeat.com/forums/showthread.php?s=&threadid=1381)
The Basics
Installing Custom Models:
BACK UP YOUR OLD STUFF FIRST! If you do not like your new model you can replace it with the default.
To install a custom model or sprite you simply have to replace the old one. These are found in your dod folder (ie: serria/halflife/dod) under /models/ or /sprites/. Player models go under /models/player/TYPE (Us-inf, Us-para, ect) weapon models go in /models/. Sprites go in /sprites/ or /sprites/mapsprites/
Different model types:
There are 4 model types. normal models with no prefix, v_models, w_models, and p_models.
w_models are world weapon models. These are what you would see on the ground in the game.
p_models are the models for the weapons the other players (3rd person) are holding.
v_models are the gun that you see your atavar holding in first person.
Some models have accompanying t_models. This is because the textures are too big to hold in one file, so the textures are in a seperate .mdl
HalfLife Model Viewer
This is a very wellmade and important tool. Everyone should have this. With it you can double click on any model and it will open up for viewing. You can also import and export skins with this. Even if you do not edit models, this is still usefull. You can see hitboxes, test animations, look at the models in 3d, and much more. DOWNLOAD IT! (http://www.swissquake.ch/chumbalum-soft/files/hlmv125.zip)
Modeling
Basics of modeling
Halflife models are under .mdl format. These are sort of like a .zip. All the information about the model is contained inside them. You have the model, animations, and textures.
Before you can edit the models, you need to get the goodies out of the .mdl. This is achieved through Decompiling
Milkshape 3D
Before we move on to decompiling, we need to make you familiar with Milkshape (the easiest way to decompile).
This is what most halflife modelers use. Its free (30 day trial, then only 20 bucks to register) and designed for low poly modeling.
MilkShape 3D is a low-polygon modeler, which was initially designed for Half-Life. During the development, many file formats have been added.
MilkShape 3D has all basic operations like select, move, rotate, scale, extrude, turn edge, subdivide, just to mention a few. MilkShape 3D also allows low-level editing with the vertex and face tool. Primitives like spheres, boxes and cylinders are also available.
MilkShape 3D has also skeletal animation capabilities. This allows to export to morph target animation like the ones in the Quake model formats or to export to skeletal animations like Half-Life or Genesis3d.
MilkShape 3D currently supports 37 different file formats from 27 different games/ engines/programs.
Download Milkshape (http://www.swissquake.ch/chumbalum-soft/ms3d/download.html)
check the tutorials for more info.
Decompiling This is where the model is changed into .smd files, textures, and a .qc file. You can import the .smd into milkshape for editing.
Decompiling in milkshape: There are 2 different decompilers in this. open milkshape and go to TOOLS>HALFLIFE>DECOMPILE NORMAL HALFLIFE .MDL. This way isnt too great because using it sometimes distorts the textures on your model and you will need to realign them. The best way is to use Kratisto'd decompiler (TOOLS>KRATISTO'S DECOMPILER) because it decompiles them perfectly.
You can also use a .bat to decompile. This doesnt require milkshape. You can use Kratisto's decompiler in .exe form, and right click models to decompile (see next post down for DL)
Compiling
CLICK HERE FOR THE PLAYER MODEL COMPILER (http://www.dayofdefeatmod.com/john/studiomdl.exe)
This is always tricky for starters and vets alike. Compiling is the process of putting back (or from scratch) a .mdl. Getting the .qc right is a hassle, and there are many problems incountered in this process.
First double click the .qc and choose to open with notepad.
This is what a .qc looks like in notepad:
$modelname "C:\scrim\allie-sniper.mdl"
$cd "c:\scrim\"
$cdtexture "c:\scrim\"
$cliptotextures
$externaltextures
$scale 1.0
// 1 attachments
$attachment 0 "Bip01 L Hand" 0.000000 -1.000000 -1.000000
$attachment 1 "Bip01 R Hand" 37.000000 -11.000000 -3.000000
$attachment 2 "Bip01 R Hand" 42.000000 -13.000000 -3.000000
$attachment 3 "Bip01 R Hand" 49.000000 -14.500000 -3.000000
// 4 bone controllers
$controller 0 "Bip01 Spine" XR -30 30
$controller 1 "Bip01 Spine1" XR -30 30
$controller 2 "Bip01 Spine2" XR -30 30
$controller 3 "Bip01 Spine3" XR -30 30
// 21 hit boxes
$hbox 3 "Bip01 Pelvis" -5.000000 -5.000000 -7.000000 1.500000 6.000000 7.000000
$bodygroup body
{
studio "brit_body"
}
$bodygroup helmet
{
studio "brit_helmet"
}
$bodygroup head
{
studio "brit_head5"
}
// 330 sequences
$sequence look_idle "look_idle" loop fps 14 ACT_IDLE 2
You can compile in milkshape, but it usually will not work. Use the DoD Beta 3 Studiomld.exe included in the .zip below. all you have to do it drag the .qc into the .exe and it should compile.
The qc has to be edited to work right. Make sure the top three options are pointing to the folder its in. make sure all the refs and smds/textures are in that folder.
A common error of not compiling can be fixed by adding the line $externaltextures to the .qc. This makes the textures be in a seperate t_model.
Model Transparency
This new feature in 1.0 allows you to use a blue texture to not show up ingame. This is usefull for creating holes without wasting polys.
You can find a tutorial here. (http://collective.valve-erc.com/index.php?doc=1043360861-70912800)
this requite the new compiler.
Tools
MilkShape: (http://www.swissquake.ch/chumbalum-soft/) A shareware modeling tool (20 bucks to buy, 30 day trial) for those who want to model but cant pay the 1000s of dollars for more profesional 3D tools. This is a great program, and it easy to learn.
GMAX: (http://www.discreet.com/products/gmax/gmaxconsumer/index.html) A watered down, but free version of 3D Studio Max. You can directly make a halflife model, but you can make a m3d and open it in another tool, like milkshape, and convert it there.
3DSM: (http://www.discreet.com/products/3dsmax/) For those of you who won the lotto, or are really rich, you can pay $3,495.00 for 3D studio Max 5.0.
Refrences
Human refrences (http://www.planetquake.com/shattered/shine/images/ref/index.htm)
Tutorials
MilkShape
Introduction to Milkshape (http://www.machinima.com/displayarticle2.php?article=71)
Official Milkshape tutorials (http://www.swissquake.ch/chumbalum-soft/ms3d/tutorials.html)
Psionic's Milkshape 3D Tutorials (http://xu1productions.com/3dstudio/tutorials.html)
3DSM
Making a simple Spaceship (http://www.flipcode.com/tutorials/spaceship/)
Some 3DSM tutorials (http://raph.com/3dartists/tutorials/t-3dsmax.html)
Max Modeling Tutorials (http://www.oronto46.freeserve.co.uk/tutorials.html)
ZeroCartin's Modelling tutorial (http://www.planetquake.com/q3manga/oldsite/modelling_tut1.htm)
Various Helpful Modeling sites
Tips and tricks (http://www.loonygames.com/content/1.6/totb/)
Modeling a head (Q3) (http://swut.net/makingheadmodels.html)
Poly Reduction tips (http://www.planetquake.com/polycount/cottages/pixelated/hyper/tut3/tutorial3.html)
PolyCount (http://www.planetquake.com/polycount/)
Skinning
Basics of skinning
There are 3 types of skinning:
Re-Skinning: Drawing over an already existing model or making edits to it
Re-Coloring: Simple adjusting the hue/saturation, or brightness of a model to achieve a different look to the model.
Skinning from Scratch: Skinning on a brand new mesh (a colored wire frame)
BMPs All textures are 8 bit index colored bmps. They vary in size, and can be up to 512X512 (high res)
To edit a skin ALWAYS convert it to RGB mode first (IMAGE>MODE>RGB in photoshop)
Once you are happy with your skin, convert it into an index colored image. (IMAGE>MODE>INDEXED COLOR in photoshop) Keep the pallet 256 colors and check off preserve exact colors (in photoshop) You then save it as a .bmp, and check off 8bit.
Importing/Exporting in HLMV This is quite simple. To export open a model in HLMV. Click on the TEXTURE tab. select the skin you want to export, and simple click export.
To import you click TEXTURE tab and click on import, after you have selected the skin you want to import over. (THEY MUST BE THE SAME SIZE).
Tools
You will need HalfLife Model Viewer (http://www.swissquake.ch/chumbalum-soft/files/hlmv125.zip) to import and export skins.
Free tools
The Gimp (http://www.gimp.net/) A photoshop like tool that is free to use.
MS PAINT (www.windows.com) (You should already have this)
PaintShopPro Trial (http://www5.jasc.com/pub/psp704ev.exe) 30 days trial
Photoshop
Official site (http://www.adobe.com/products/photoshop/main.html) Costs about 600 dollars, but well worth it. You should be able to get version 6 for cheap. Some people sell old copies on ebay.
This is THE BEST program for photoediting. You can so so much with it.
Tips
-When starting off, use a plain grey to fill what you want to skin. Then using the burn tool you can add shading and shape it.
-Use a new layer to draw wrinkles. Draw them where the clothes would hang off the person in life.
-Use new and different brushes and lightly burn your grey skin in progress with them. There are some that can make it look like cloth. Some brushes make your metal have scratches on it.
-When you are happy with your skin, you need to colorize it. This can be done by overlay layers, or by IMAGE>ADJUST>HUE/SATURATION and checking the colorize option. Use the sliders to get the desired color.
Refrences
Clothes (http://www.planetquake.com/skindom/features/cloth/index.shtml)
Guns (http://www.securityarms.com/)
Tutorials
Skindom (http://www.planetquake.com/skindom/faq/quake2/)
Baneforge (http://www.planetquake.com/baneforge/tutorials/skin101.htm)
Meshing
Basics of Meshing
Tools
Tutorials
Animating
Basics of Animating
Animation is fairly tricky. All you really need to animate in Day Of Defeat is Milkshape3D, but it takes practice to get animating down perfectly. If you have access to it, you can use 3DSM to animate.
Tools
Milkshape3D (http://www.swissquake.ch/chumbalum-soft/ms3d/download.html)
Animation Master: (http://www.hash.com/) Cheapest professional animating tool.
Refrences
Tutorials
Walking Tutorial (http://www.loonygames.com/content/1.22/totb/index2.shtml)
Another Walking tutorial (http://www.loonygames.com/content/1.28/totb/)
Bring Life to low poly characters (http://www.planetquake.com/polycount/cottages/zedaxis/learn/cstut01.htm)
How to animate in character Studio (http://www.planetquake.com/polycount/resources/general/tutorials/cswingstut/cswingstut.shtml)
Sprites
Basics of Spriting
A sprite is a 2d texture that is shows in the game. This can be anything from HUD or a Sniper scope to a tree or an explosion.
They can be animated or still.
There are 3 programs you need to make and view sprites:
-a photo editing software
-Spriteviewer
-Spritewiz
Tools
Sprite tutorial (http://www.thewavelength.net/oldsite/2dart/tutorials/sprites.html)
Sprite Viewer (http://www.valve-erc.com/files/?download=/files/resources/sprview.zip)
Sprite Wizzard (http://www.valve-erc.com/files/?download=/files/resources/sprwiz.zip)
Wally (http://www.valve-erc.com/files/?download=/files/resources/wally_155b.exe)
Tutorials
Crosshair Tutorial (http://www.ticclan.com/tutorials/crosshairs-sprites.html)
Another Crosshair tutorial (http://www.dodhq.net/~omega/tutorial.htm)
Releasing
We use a tag system when releasing or requesting:
[MREL] = Model Release
[SREL] = Sprite Release
[MREQ] = Model Request
[REQ] = other Request
[REL] = other release
you can also mix it up or make your own, but be sure to include something infront of your thread name. (ie: i use |model release|)
IP Violations
IP stands for Intelectual Property. This is taking stuff from other games or someone else's work with out their premission. DONT due this. You will be banned.
Credit
Its highly frowned upon around here to not give credit when credit is due. Do not try to use someone else work and pass it as your own. If your found out people will not be happy with you.
Be sure to always give credit to people and include a readme.
Pictures
When posting pics for your releases, keep in mind that people with 56k modems may be looking at them. Try to keep your pics under 800X600. if its bigger or you have lots of pics, just link them with tags.
[u]Links
Tools
Animation Master (http://www.hash.com/)
Half Life SDK (http://dev.valve-erc.com/index.php?go=hl_sdk)
Milkshape (http://www.swissquake.ch/chumbalum-soft/ms3d/download.html)
HalfLife Model Viewer (http://www.swissquake.ch/chumbalum-soft/files/hlmv125.zip)
The Gimp (http://www.gimp.net/)
GMAX (http://www.discreet.com/products/gmax/gmaxconsumer/index.html)
Sprite Viewer (http://www.valve-erc.com/files/?download=/files/resources/sprview.zip)
Sprite Wizzard (http://www.valve-erc.com/files/?download=/files/resources/sprwiz.zip)
Wally (http://www.valve-erc.com/files/?download=/files/resources/wally_155b.exe)
Refrences
Human refrences (http://www.planetquake.com/shattered/shine/images/ref/index.htm)
Clothes (http://www.planetquake.com/skindom/features/cloth/index.shtml)
Guns (http://www.securityarms.com/)
Tutorials
PolyCount (http://www.planetquake.com/polycount/)
Introduction to Milkshape (http://www.machinima.com/displayarticle2.php?article=71)
Official Milkshape tutorials (http://www.swissquake.ch/chumbalum-soft/ms3d/tutorials.html)
Psionic's Milkshape 3D Tutorials (http://xu1productions.com/3dstudio/tutorials.html)
Making a simple Spaceship (http://www.flipcode.com/tutorials/spaceship/)
Some 3DSM tutorials (http://raph.com/3dartists/tutorials/t-3dsmax.html)
Max Modeling Tutorials (http://www.oronto46.freeserve.co.uk/tutorials.html)
ZeroCartin's Modelling tutorial (http://www.planetquake.com/q3manga/oldsite/modelling_tut1.htm)
Tips and tricks (http://www.loonygames.com/content/1.6/totb/)
Modeling a head (Q3) (http://swut.net/makingheadmodels.html)
Sprite tutorial (http://www.thewavelength.net/oldsite/2dart/tutorials/sprites.html)
Crosshair Tutorial (http://www.ticclan.com/tutorials/crosshairs-sprites.html)
Another Crosshair tutorial (http://www.dodhq.net/~omega/tutorial.htm)
Poly Reduction tips (http://www.planetquake.com/polycount/cottages/pixelated/hyper/tut3/tutorial3.html)
Walking Tutorial (http://www.loonygames.com/content/1.22/totb/index2.shtml)
Another Walking tutorial (http://www.loonygames.com/content/1.28/totb/)
Skindom (http://www.planetquake.com/skindom/faq/quake2/)
Baneforge (http://www.planetquake.com/baneforge/tutorials/skin101.htm)
Bring Life to low poly characters (http://www.planetquake.com/polycount/cottages/zedaxis/learn/cstut01.htm)
How to animate in character Studio (http://www.planetquake.com/polycount/resources/general/tutorials/cswingstut/cswingstut.shtml)
Custom DoD sites
The Pokemart (http://pokemart.dodhq.net/)
Dod Editing Center (http://dodec.dodstudios.net/)
Schlex Dod Site (GERMAN) (http://www.schlex.net/)
DoD Suff (http://dodstuff.houstondod.com)
Dod Weapons Depot (http://dodweapons.web1000.com/)
Editor321's Site (http://planethalflife.com/editor321)
The Model Shack (http://corporal_rossi.tripod.com/)
pm me to add your custom model site to this
OK BYE
How to make scope sprites (http://dayofdefeat.com/forums/showthread.php?s=&threadid=6005)
How to make a MP40 in 3D Studio Max 4 (http://dayofdefeat.com/forums/showthread.php?s=&threadid=10823)
1.0 Modelling FAQ (http://dayofdefeat.com/forums/showthread.php?s=&threadid=1381)
The Basics
Installing Custom Models:
BACK UP YOUR OLD STUFF FIRST! If you do not like your new model you can replace it with the default.
To install a custom model or sprite you simply have to replace the old one. These are found in your dod folder (ie: serria/halflife/dod) under /models/ or /sprites/. Player models go under /models/player/TYPE (Us-inf, Us-para, ect) weapon models go in /models/. Sprites go in /sprites/ or /sprites/mapsprites/
Different model types:
There are 4 model types. normal models with no prefix, v_models, w_models, and p_models.
w_models are world weapon models. These are what you would see on the ground in the game.
p_models are the models for the weapons the other players (3rd person) are holding.
v_models are the gun that you see your atavar holding in first person.
Some models have accompanying t_models. This is because the textures are too big to hold in one file, so the textures are in a seperate .mdl
HalfLife Model Viewer
This is a very wellmade and important tool. Everyone should have this. With it you can double click on any model and it will open up for viewing. You can also import and export skins with this. Even if you do not edit models, this is still usefull. You can see hitboxes, test animations, look at the models in 3d, and much more. DOWNLOAD IT! (http://www.swissquake.ch/chumbalum-soft/files/hlmv125.zip)
Modeling
Basics of modeling
Halflife models are under .mdl format. These are sort of like a .zip. All the information about the model is contained inside them. You have the model, animations, and textures.
Before you can edit the models, you need to get the goodies out of the .mdl. This is achieved through Decompiling
Milkshape 3D
Before we move on to decompiling, we need to make you familiar with Milkshape (the easiest way to decompile).
This is what most halflife modelers use. Its free (30 day trial, then only 20 bucks to register) and designed for low poly modeling.
MilkShape 3D is a low-polygon modeler, which was initially designed for Half-Life. During the development, many file formats have been added.
MilkShape 3D has all basic operations like select, move, rotate, scale, extrude, turn edge, subdivide, just to mention a few. MilkShape 3D also allows low-level editing with the vertex and face tool. Primitives like spheres, boxes and cylinders are also available.
MilkShape 3D has also skeletal animation capabilities. This allows to export to morph target animation like the ones in the Quake model formats or to export to skeletal animations like Half-Life or Genesis3d.
MilkShape 3D currently supports 37 different file formats from 27 different games/ engines/programs.
Download Milkshape (http://www.swissquake.ch/chumbalum-soft/ms3d/download.html)
check the tutorials for more info.
Decompiling This is where the model is changed into .smd files, textures, and a .qc file. You can import the .smd into milkshape for editing.
Decompiling in milkshape: There are 2 different decompilers in this. open milkshape and go to TOOLS>HALFLIFE>DECOMPILE NORMAL HALFLIFE .MDL. This way isnt too great because using it sometimes distorts the textures on your model and you will need to realign them. The best way is to use Kratisto'd decompiler (TOOLS>KRATISTO'S DECOMPILER) because it decompiles them perfectly.
You can also use a .bat to decompile. This doesnt require milkshape. You can use Kratisto's decompiler in .exe form, and right click models to decompile (see next post down for DL)
Compiling
CLICK HERE FOR THE PLAYER MODEL COMPILER (http://www.dayofdefeatmod.com/john/studiomdl.exe)
This is always tricky for starters and vets alike. Compiling is the process of putting back (or from scratch) a .mdl. Getting the .qc right is a hassle, and there are many problems incountered in this process.
First double click the .qc and choose to open with notepad.
This is what a .qc looks like in notepad:
$modelname "C:\scrim\allie-sniper.mdl"
$cd "c:\scrim\"
$cdtexture "c:\scrim\"
$cliptotextures
$externaltextures
$scale 1.0
// 1 attachments
$attachment 0 "Bip01 L Hand" 0.000000 -1.000000 -1.000000
$attachment 1 "Bip01 R Hand" 37.000000 -11.000000 -3.000000
$attachment 2 "Bip01 R Hand" 42.000000 -13.000000 -3.000000
$attachment 3 "Bip01 R Hand" 49.000000 -14.500000 -3.000000
// 4 bone controllers
$controller 0 "Bip01 Spine" XR -30 30
$controller 1 "Bip01 Spine1" XR -30 30
$controller 2 "Bip01 Spine2" XR -30 30
$controller 3 "Bip01 Spine3" XR -30 30
// 21 hit boxes
$hbox 3 "Bip01 Pelvis" -5.000000 -5.000000 -7.000000 1.500000 6.000000 7.000000
$bodygroup body
{
studio "brit_body"
}
$bodygroup helmet
{
studio "brit_helmet"
}
$bodygroup head
{
studio "brit_head5"
}
// 330 sequences
$sequence look_idle "look_idle" loop fps 14 ACT_IDLE 2
You can compile in milkshape, but it usually will not work. Use the DoD Beta 3 Studiomld.exe included in the .zip below. all you have to do it drag the .qc into the .exe and it should compile.
The qc has to be edited to work right. Make sure the top three options are pointing to the folder its in. make sure all the refs and smds/textures are in that folder.
A common error of not compiling can be fixed by adding the line $externaltextures to the .qc. This makes the textures be in a seperate t_model.
Model Transparency
This new feature in 1.0 allows you to use a blue texture to not show up ingame. This is usefull for creating holes without wasting polys.
You can find a tutorial here. (http://collective.valve-erc.com/index.php?doc=1043360861-70912800)
this requite the new compiler.
Tools
MilkShape: (http://www.swissquake.ch/chumbalum-soft/) A shareware modeling tool (20 bucks to buy, 30 day trial) for those who want to model but cant pay the 1000s of dollars for more profesional 3D tools. This is a great program, and it easy to learn.
GMAX: (http://www.discreet.com/products/gmax/gmaxconsumer/index.html) A watered down, but free version of 3D Studio Max. You can directly make a halflife model, but you can make a m3d and open it in another tool, like milkshape, and convert it there.
3DSM: (http://www.discreet.com/products/3dsmax/) For those of you who won the lotto, or are really rich, you can pay $3,495.00 for 3D studio Max 5.0.
Refrences
Human refrences (http://www.planetquake.com/shattered/shine/images/ref/index.htm)
Tutorials
MilkShape
Introduction to Milkshape (http://www.machinima.com/displayarticle2.php?article=71)
Official Milkshape tutorials (http://www.swissquake.ch/chumbalum-soft/ms3d/tutorials.html)
Psionic's Milkshape 3D Tutorials (http://xu1productions.com/3dstudio/tutorials.html)
3DSM
Making a simple Spaceship (http://www.flipcode.com/tutorials/spaceship/)
Some 3DSM tutorials (http://raph.com/3dartists/tutorials/t-3dsmax.html)
Max Modeling Tutorials (http://www.oronto46.freeserve.co.uk/tutorials.html)
ZeroCartin's Modelling tutorial (http://www.planetquake.com/q3manga/oldsite/modelling_tut1.htm)
Various Helpful Modeling sites
Tips and tricks (http://www.loonygames.com/content/1.6/totb/)
Modeling a head (Q3) (http://swut.net/makingheadmodels.html)
Poly Reduction tips (http://www.planetquake.com/polycount/cottages/pixelated/hyper/tut3/tutorial3.html)
PolyCount (http://www.planetquake.com/polycount/)
Skinning
Basics of skinning
There are 3 types of skinning:
Re-Skinning: Drawing over an already existing model or making edits to it
Re-Coloring: Simple adjusting the hue/saturation, or brightness of a model to achieve a different look to the model.
Skinning from Scratch: Skinning on a brand new mesh (a colored wire frame)
BMPs All textures are 8 bit index colored bmps. They vary in size, and can be up to 512X512 (high res)
To edit a skin ALWAYS convert it to RGB mode first (IMAGE>MODE>RGB in photoshop)
Once you are happy with your skin, convert it into an index colored image. (IMAGE>MODE>INDEXED COLOR in photoshop) Keep the pallet 256 colors and check off preserve exact colors (in photoshop) You then save it as a .bmp, and check off 8bit.
Importing/Exporting in HLMV This is quite simple. To export open a model in HLMV. Click on the TEXTURE tab. select the skin you want to export, and simple click export.
To import you click TEXTURE tab and click on import, after you have selected the skin you want to import over. (THEY MUST BE THE SAME SIZE).
Tools
You will need HalfLife Model Viewer (http://www.swissquake.ch/chumbalum-soft/files/hlmv125.zip) to import and export skins.
Free tools
The Gimp (http://www.gimp.net/) A photoshop like tool that is free to use.
MS PAINT (www.windows.com) (You should already have this)
PaintShopPro Trial (http://www5.jasc.com/pub/psp704ev.exe) 30 days trial
Photoshop
Official site (http://www.adobe.com/products/photoshop/main.html) Costs about 600 dollars, but well worth it. You should be able to get version 6 for cheap. Some people sell old copies on ebay.
This is THE BEST program for photoediting. You can so so much with it.
Tips
-When starting off, use a plain grey to fill what you want to skin. Then using the burn tool you can add shading and shape it.
-Use a new layer to draw wrinkles. Draw them where the clothes would hang off the person in life.
-Use new and different brushes and lightly burn your grey skin in progress with them. There are some that can make it look like cloth. Some brushes make your metal have scratches on it.
-When you are happy with your skin, you need to colorize it. This can be done by overlay layers, or by IMAGE>ADJUST>HUE/SATURATION and checking the colorize option. Use the sliders to get the desired color.
Refrences
Clothes (http://www.planetquake.com/skindom/features/cloth/index.shtml)
Guns (http://www.securityarms.com/)
Tutorials
Skindom (http://www.planetquake.com/skindom/faq/quake2/)
Baneforge (http://www.planetquake.com/baneforge/tutorials/skin101.htm)
Meshing
Basics of Meshing
Tools
Tutorials
Animating
Basics of Animating
Animation is fairly tricky. All you really need to animate in Day Of Defeat is Milkshape3D, but it takes practice to get animating down perfectly. If you have access to it, you can use 3DSM to animate.
Tools
Milkshape3D (http://www.swissquake.ch/chumbalum-soft/ms3d/download.html)
Animation Master: (http://www.hash.com/) Cheapest professional animating tool.
Refrences
Tutorials
Walking Tutorial (http://www.loonygames.com/content/1.22/totb/index2.shtml)
Another Walking tutorial (http://www.loonygames.com/content/1.28/totb/)
Bring Life to low poly characters (http://www.planetquake.com/polycount/cottages/zedaxis/learn/cstut01.htm)
How to animate in character Studio (http://www.planetquake.com/polycount/resources/general/tutorials/cswingstut/cswingstut.shtml)
Sprites
Basics of Spriting
A sprite is a 2d texture that is shows in the game. This can be anything from HUD or a Sniper scope to a tree or an explosion.
They can be animated or still.
There are 3 programs you need to make and view sprites:
-a photo editing software
-Spriteviewer
-Spritewiz
Tools
Sprite tutorial (http://www.thewavelength.net/oldsite/2dart/tutorials/sprites.html)
Sprite Viewer (http://www.valve-erc.com/files/?download=/files/resources/sprview.zip)
Sprite Wizzard (http://www.valve-erc.com/files/?download=/files/resources/sprwiz.zip)
Wally (http://www.valve-erc.com/files/?download=/files/resources/wally_155b.exe)
Tutorials
Crosshair Tutorial (http://www.ticclan.com/tutorials/crosshairs-sprites.html)
Another Crosshair tutorial (http://www.dodhq.net/~omega/tutorial.htm)
Releasing
We use a tag system when releasing or requesting:
[MREL] = Model Release
[SREL] = Sprite Release
[MREQ] = Model Request
[REQ] = other Request
[REL] = other release
you can also mix it up or make your own, but be sure to include something infront of your thread name. (ie: i use |model release|)
IP Violations
IP stands for Intelectual Property. This is taking stuff from other games or someone else's work with out their premission. DONT due this. You will be banned.
Credit
Its highly frowned upon around here to not give credit when credit is due. Do not try to use someone else work and pass it as your own. If your found out people will not be happy with you.
Be sure to always give credit to people and include a readme.
Pictures
When posting pics for your releases, keep in mind that people with 56k modems may be looking at them. Try to keep your pics under 800X600. if its bigger or you have lots of pics, just link them with tags.
[u]Links
Tools
Animation Master (http://www.hash.com/)
Half Life SDK (http://dev.valve-erc.com/index.php?go=hl_sdk)
Milkshape (http://www.swissquake.ch/chumbalum-soft/ms3d/download.html)
HalfLife Model Viewer (http://www.swissquake.ch/chumbalum-soft/files/hlmv125.zip)
The Gimp (http://www.gimp.net/)
GMAX (http://www.discreet.com/products/gmax/gmaxconsumer/index.html)
Sprite Viewer (http://www.valve-erc.com/files/?download=/files/resources/sprview.zip)
Sprite Wizzard (http://www.valve-erc.com/files/?download=/files/resources/sprwiz.zip)
Wally (http://www.valve-erc.com/files/?download=/files/resources/wally_155b.exe)
Refrences
Human refrences (http://www.planetquake.com/shattered/shine/images/ref/index.htm)
Clothes (http://www.planetquake.com/skindom/features/cloth/index.shtml)
Guns (http://www.securityarms.com/)
Tutorials
PolyCount (http://www.planetquake.com/polycount/)
Introduction to Milkshape (http://www.machinima.com/displayarticle2.php?article=71)
Official Milkshape tutorials (http://www.swissquake.ch/chumbalum-soft/ms3d/tutorials.html)
Psionic's Milkshape 3D Tutorials (http://xu1productions.com/3dstudio/tutorials.html)
Making a simple Spaceship (http://www.flipcode.com/tutorials/spaceship/)
Some 3DSM tutorials (http://raph.com/3dartists/tutorials/t-3dsmax.html)
Max Modeling Tutorials (http://www.oronto46.freeserve.co.uk/tutorials.html)
ZeroCartin's Modelling tutorial (http://www.planetquake.com/q3manga/oldsite/modelling_tut1.htm)
Tips and tricks (http://www.loonygames.com/content/1.6/totb/)
Modeling a head (Q3) (http://swut.net/makingheadmodels.html)
Sprite tutorial (http://www.thewavelength.net/oldsite/2dart/tutorials/sprites.html)
Crosshair Tutorial (http://www.ticclan.com/tutorials/crosshairs-sprites.html)
Another Crosshair tutorial (http://www.dodhq.net/~omega/tutorial.htm)
Poly Reduction tips (http://www.planetquake.com/polycount/cottages/pixelated/hyper/tut3/tutorial3.html)
Walking Tutorial (http://www.loonygames.com/content/1.22/totb/index2.shtml)
Another Walking tutorial (http://www.loonygames.com/content/1.28/totb/)
Skindom (http://www.planetquake.com/skindom/faq/quake2/)
Baneforge (http://www.planetquake.com/baneforge/tutorials/skin101.htm)
Bring Life to low poly characters (http://www.planetquake.com/polycount/cottages/zedaxis/learn/cstut01.htm)
How to animate in character Studio (http://www.planetquake.com/polycount/resources/general/tutorials/cswingstut/cswingstut.shtml)
Custom DoD sites
The Pokemart (http://pokemart.dodhq.net/)
Dod Editing Center (http://dodec.dodstudios.net/)
Schlex Dod Site (GERMAN) (http://www.schlex.net/)
DoD Suff (http://dodstuff.houstondod.com)
Dod Weapons Depot (http://dodweapons.web1000.com/)
Editor321's Site (http://planethalflife.com/editor321)
The Model Shack (http://corporal_rossi.tripod.com/)
pm me to add your custom model site to this
OK BYE