Editor321
01-26-2004, 04:47 PM
PLEASE NOTE THIS IS FOR PLAYER MODELS
Hi, you can download a Document file of this tutorial here. (http://editor321.telefragged.com/Tutorial/Tutorial.zip)
Tutorial: Converting 1.0 Models to 1.1
Hey all, this is Editor321 here, making this tutorial J.
Lets get started.
The first things you will need are the following programs:
Jed’s Half Life Model Viewer- http://www.wunderboy.org/
chUmbaLum sOft’s MilkShape 3D- http://www.swissquake.ch/chumbalum-soft/
A note on MS3D, any version will do.
You also need the new compiler, which can be found here: http://editor321.telefragged.com/Tutorial/studiomdl.exe
You can either use the decompiler that comes with MS or you can use this one:
http://editor321.telefragged.com/Tutorial/mdldec.exe
A note on mdldec.exe, its easy to use, you can either integrate it into Jeds HLMV, like so:
http://editor321.telefragged.com/Tutorial/tut1.jpg
Now, lets start.
First off grab yourself a copy of the default model. (1.1) You can get them here: http://editor321.telefragged.com/Tutorial/default anim.zip
Extract them to their own directory like: C:\Work\default anim\
Then we want to decompile them. If you have mdl.exe integrated into Jed’s HLMV we can easily do it like so:
http://editor321.telefragged.com/Tutorial/tut2.jpg
It will bring up a box that will scroll lots and lots of text, don’t worry its just breaking the model into 1,500 pieces J.
We leave the default for now.
Now take the custom model that you want to update, put it into a directory like C:\work\custom model\, and go into that directory and decompile that aswell.
Once you have both models decompiled the fun begins.
Go to the default anim dir, and find a file called “axis-inf.qc”
Double click on the file and tell windows to open it with notepad:
http://editor321.telefragged.com/Tutorial/tut3.jpg
Now you will see this:
http://editor321.telefragged.com/Tutorial/tut4.jpg
Don’t worry about what it means, its best not to at this stage
Find a line that says:
“// 2 attachments
$attachment 0 "Bip01 L Hand" 0.000000 -1.000000 -1.000000
$attachment 1 "Bip01 Head" 7.000000 0.000000 0.000000
// 0 bone controllers
// 21 hit boxes
$hbox 3 "Bip01 Pelvis" -5.000000 -5.000000 -7.000000 1.500000 6.000000 7.000000
$hbox 6 "Bip01 L Leg" 4.000000 -4.000000 -3.580000 18.110001 4.250000 3.430000…. etc etc”
you now want to copy everything from “// 2 attachments, TO THE VERY END OF THE QC FILE.
Now open the custom model’s qc file and find the same place, REPLACE the TEXT. In short find “// 2 attachments” in the custom model qc file and delete everything below it, including “// 2 attachments”, then copy in the default anim qc file piece. We are replacing it with up to date info.
Now, at the top of the custom model qc, it will look like this:
“/*
================================================== ============================
QC script generated by Half-Life MDL Decompiler v1.01.
2002, Kratisto. Based on code from Valve's HL SDK.
axis-inf.qc
Original model name: .\mdl\player\axis-inf\axis-inf.mdl
================================================== ============================
*/
$modelname "axis-inf.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0
$externaltextures”
See that space between $scale 1.0 and $externatextures? Add “$cliptotextures”, and save the qc file, overwriting the old one.
Now go to your default animation directory.
Right click on the directory and sort by TYPE.
Delete ALL THE BMPS
Now you have to pick thru and delete the following files for a sure fire compile.
"light_body"
"k43_body"
"medium_body"
"heavy_body"
"mg_body"
"sniper_body"
"helmet"
"hat"
"hair0"
"hair1"
"hair2"
"hair3"
"hair4"
"hair5"
"head0"
"head1"
"head2"
"head3"
"head4"
"head5"
"light_gear"
"k43_gear"
"medium_gear"
"heavy_gear"
"mg_gear"
"sniper_gear"
BTW THESE ARE ALL .SMD FILE TYPE
If they don’t exist, don’t worry.
NOW, this is important, copy all the remaining .smd files to your custom model folder, OVERWRITING THE OLD ONES. This may take some time.
Once this is completed, go into Jed’s HLMV and go to “Tools” and hit “Compile Model”
Then point it to C:\work\custom model\and point it at the qc file.
That big window of loads of #’s will go flying by and it will take about 2-3 minutes to compile. Once its done view your model. J And test it ingame, if there is anything wrong, that do it again.
If there is anything missing or if you have probs, etc post here
Hi, you can download a Document file of this tutorial here. (http://editor321.telefragged.com/Tutorial/Tutorial.zip)
Tutorial: Converting 1.0 Models to 1.1
Hey all, this is Editor321 here, making this tutorial J.
Lets get started.
The first things you will need are the following programs:
Jed’s Half Life Model Viewer- http://www.wunderboy.org/
chUmbaLum sOft’s MilkShape 3D- http://www.swissquake.ch/chumbalum-soft/
A note on MS3D, any version will do.
You also need the new compiler, which can be found here: http://editor321.telefragged.com/Tutorial/studiomdl.exe
You can either use the decompiler that comes with MS or you can use this one:
http://editor321.telefragged.com/Tutorial/mdldec.exe
A note on mdldec.exe, its easy to use, you can either integrate it into Jeds HLMV, like so:
http://editor321.telefragged.com/Tutorial/tut1.jpg
Now, lets start.
First off grab yourself a copy of the default model. (1.1) You can get them here: http://editor321.telefragged.com/Tutorial/default anim.zip
Extract them to their own directory like: C:\Work\default anim\
Then we want to decompile them. If you have mdl.exe integrated into Jed’s HLMV we can easily do it like so:
http://editor321.telefragged.com/Tutorial/tut2.jpg
It will bring up a box that will scroll lots and lots of text, don’t worry its just breaking the model into 1,500 pieces J.
We leave the default for now.
Now take the custom model that you want to update, put it into a directory like C:\work\custom model\, and go into that directory and decompile that aswell.
Once you have both models decompiled the fun begins.
Go to the default anim dir, and find a file called “axis-inf.qc”
Double click on the file and tell windows to open it with notepad:
http://editor321.telefragged.com/Tutorial/tut3.jpg
Now you will see this:
http://editor321.telefragged.com/Tutorial/tut4.jpg
Don’t worry about what it means, its best not to at this stage
Find a line that says:
“// 2 attachments
$attachment 0 "Bip01 L Hand" 0.000000 -1.000000 -1.000000
$attachment 1 "Bip01 Head" 7.000000 0.000000 0.000000
// 0 bone controllers
// 21 hit boxes
$hbox 3 "Bip01 Pelvis" -5.000000 -5.000000 -7.000000 1.500000 6.000000 7.000000
$hbox 6 "Bip01 L Leg" 4.000000 -4.000000 -3.580000 18.110001 4.250000 3.430000…. etc etc”
you now want to copy everything from “// 2 attachments, TO THE VERY END OF THE QC FILE.
Now open the custom model’s qc file and find the same place, REPLACE the TEXT. In short find “// 2 attachments” in the custom model qc file and delete everything below it, including “// 2 attachments”, then copy in the default anim qc file piece. We are replacing it with up to date info.
Now, at the top of the custom model qc, it will look like this:
“/*
================================================== ============================
QC script generated by Half-Life MDL Decompiler v1.01.
2002, Kratisto. Based on code from Valve's HL SDK.
axis-inf.qc
Original model name: .\mdl\player\axis-inf\axis-inf.mdl
================================================== ============================
*/
$modelname "axis-inf.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0
$externaltextures”
See that space between $scale 1.0 and $externatextures? Add “$cliptotextures”, and save the qc file, overwriting the old one.
Now go to your default animation directory.
Right click on the directory and sort by TYPE.
Delete ALL THE BMPS
Now you have to pick thru and delete the following files for a sure fire compile.
"light_body"
"k43_body"
"medium_body"
"heavy_body"
"mg_body"
"sniper_body"
"helmet"
"hat"
"hair0"
"hair1"
"hair2"
"hair3"
"hair4"
"hair5"
"head0"
"head1"
"head2"
"head3"
"head4"
"head5"
"light_gear"
"k43_gear"
"medium_gear"
"heavy_gear"
"mg_gear"
"sniper_gear"
BTW THESE ARE ALL .SMD FILE TYPE
If they don’t exist, don’t worry.
NOW, this is important, copy all the remaining .smd files to your custom model folder, OVERWRITING THE OLD ONES. This may take some time.
Once this is completed, go into Jed’s HLMV and go to “Tools” and hit “Compile Model”
Then point it to C:\work\custom model\and point it at the qc file.
That big window of loads of #’s will go flying by and it will take about 2-3 minutes to compile. Once its done view your model. J And test it ingame, if there is anything wrong, that do it again.
If there is anything missing or if you have probs, etc post here