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Sourceengine modelling beginner's checklist

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I'm gonna try and get into modelling. I learn best by taking something thats already made and tearing it down, reverse-engineering I guess you'd call it.

I've done a lot of research but I am very inconclusive on my results.

I'm not asking to be spoon-fed with this request, but I just appreciate some kind individual(s) to help me make a checklist to get started; I'm planning on decompiling a model from Half Life 2 and perhaps editing it a bit to familiarize and understand it. For all I know I'm blowing smoke, but I need a good recommendation for a few programs I'll need. While I have tinkered with several of the exe tools in the 'bin' folder of Half Life 2... I'm pretty sure more stuff is required.

I'll need a program that will

• Decompile a .mdl file

• One where I can manipulate it, I guess like Blender or 3DSMax but I don't know which works best

• Compile the model and, should I use a model with animations built in, preserve those...

• Texture the model should additions be made


While I wait for replies I'm going to search a bit myself. Thanks in advance.

I learn jack from tutorials, I just need a list of programs or novice software I'll need, so I can jump in and fiddle with it.

I probably shouldn't be asking here but what the hell.

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  • 2y
    Devieus avatar
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    My setup:

    1. Crowbar to decompile
    2. Blender to model
    3. BAT compiler
    4. GIMP to texture

    Crowbar is considered the de facto decompiler these days, the other ones still work to a degree but aren't actively developed. I use Blender over 3DSMax because it's free, 3DSMax' student license is only good for a few years and you can't use it for commercial purposes. I use a BAT compiler instead of Crowbar, because I feel it's faster, just drop the QC onto the .bat and there it goes. I use GIMP to texture because its VTF plug-in works on 64-bit windows, and because it's free.

    • Helpful x 1
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    Mantra
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  • 2y
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    Posted by Devieus

    My setup:

    1. Crowbar to decompile
    2. Blender to model
    3. BAT compiler
    4. GIMP to texture

    Crowbar is considered the de facto decompiler these days, the other ones still work to a degree but aren't actively developed. I use Blender over 3DSMax because it's free, 3DSMax' student license is only good for a few years and you can't use it for commercial purposes. I use a BAT compiler instead of Crowbar, because I feel it's faster, just drop the QC onto the .bat and there it goes. I use GIMP to texture because its VTF plug-in works on 64-bit windows, and because it's free.


    Well thanks, I wasn't expecting an honest reply so fast. I guess I do have everything then, I just needed to make sure.
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    Mantra
    Oversensitive sociopath
  • 2y
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    Here's my setup for editing Source stuff:

    1. Crowbar as a decompiler

    2. Milkshape as a model editor

    3. Paint.NET as a texture editor

    4. Crowbar as a compiler

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    Mantra
    Glod Menber

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