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How to make hl, CS 1.6. models in 3ds MAX (eng. comment in details)

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Uploaded by on May 21, 2009

You can download plugins and číst návod v češtině HERE http://www.ceskemody.cz/tutorialy.php?clanek=66

Hi. Recently I tryed to rich my map with some models made by my self and I realized, that global maping scene doesnt contain a lot of tutorials about this topic. Anyway. After a week of serach, tryes and suffer I did it so Ill try to teach u too..
INGREDIENTS:
For cration of your own model you will need: Some 3D modeling software (I use 3ds MAX 2009 with SMDimport and export plugins). 8bit deph .bmp textures. Milksahpe 3D (trial version is OK). Empty .txt document.
HOW TO CREATE ANIMATED MODEL:
Im not going to explain you, how to model in MAX. Crowds of others do it on heeps of different sites. About the modeling in MAX Im just going to say that trying some modifiers like UVW, mirror or even hair is just wasteing of time. It cant be exported.
Only way how to make your model move is by helpers like bones or dummy in combination with skin and physique modiffiers aplyed to polygons. I use bones. So lets add some bones into the model and change it into a skin and add those bones to it. Than apply that 8bit texture and we are done. Now its a time for reference SMD file exportation. It is the file which says How the model will actualy looks like (its shape, color, number of faces and it also save informations about bones-mesh connection). So click "file+ export+ (filetype: SourceSMD)name+ OK+ check half-life1 file + OK. You want to call the file something like model_reference.SMD to keep some kind of order.
As a next step, we'll get our model in motion. With help of bones. You can delete faces now (or you'll have to later) and animate your bone system. Dont worry about the lenght of animation (Im sure there is some limit but dont know where). You can move, rotate or scale the bones.. all you want. And keep in mind, that animation will be most likely looped and make the last frame similar to first one. When animation is done, you can export another SMD file "model_idle". You'll do it the same way as before but in SMD export menu tick "animation sequence"
Thats all for MAX. Now get into that .txt file and write something like this:

$modelname "yourmodelname.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0
$cliptotextures
$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 0.000000
//reference mesh(es)
$body "studio" "model_reference"
// 1 hit box(es)
$hbox 0 "Bone01" 0.000000 -8.000000 -8.000000 31.600000 10.000000 10.049999
// 1 animation sequence(s)
$sequence "model_idle" "model_idle" LX fps 10 loop ACT_IDLE 1
// End of QC script.

You can skip the part with hitboxes its good only for more sofisticated models with more animation sequences and functions. In case you're makeing some monstrum for hl for example, you must set this hitboxes and add some other sequences with different predefinated reaction type. In this case its ACT_IDLE 1 but it can be ACT_DIE or ACT_SWIM and on and on. When youre done, close the .txt file and change the .txt extension into .qc
Now open the Milkshape 3D. Click tools panel+ half-life+ compile .QC file. Find the .qc file youve just created and hit OK. Its essential that all SMD files and textures are in same folder as .qc file.
If no error log appear in bottom Milkshape bar (the most common one is wrong texture format or too many vertexes). Just some numbers and informations about your model, you are done and your modelname.mdl should be in the same directory as the .qc file was and its ready to go. (You add it into the map by cycler_sprite entity)
If you want youst static model (nonanimated) just make a copy of that reference SMD file and call it idle. And it will work. It will be like animation sequence with one frame only and it doesnt matter, that it contains polygons in this case.
And one more thing. Model cant be solid on its own. U must put some invisible solid into it. Can be solid with clip texture applyed.
So I hope I did help you and that english mistakes I made were not so bad. And good luck (you can show me what you made) Clogg

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Uploader Comments (sirClogg)

  • max 2012 nepoužívám. Ale google mi nabídl toto w*w*w*.*chaosincarnate*.*n*e*t­/cannonfodder/3dsmax*.*p*h*p

  • prosím nemohol by si spraviť Slovenských alebo Českých vojakov do 1.6??

  • @youbrush Promin, ale ne. Jednak už CS neholduji a druhaj je to práce na dlouhé hodiny a můj čas je drahý..

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All Comments (110)

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  • Pero que carajo? No entiendo nada

  • ako to rozchodit v max 2012?

  • @Nihad779 Iam. And those plugins you need to download are at the bottom of the site, under the topic the link refers to.

  • @Nihad779 em.. yes. The one Im using for this video is in english as you can see. I guess pretty much every graphic program has english version.

  • @sirClogg aha... tak nič poho..

  • @mrtepaliukas aik tu nx aik tu nx krw lietuviai gal geriau nedaro patys modeliu nes jus nemoksos esat...

  • @mrtepaliukas Well Id say that its quite self-eplaining.. There is a lot of limits to everything around hl/CS I always tryed to keep it to 512x512 (what is the real limit I dont remember)

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