I know my way around Source pretty well, but get lost in GoldSource surprisingly.
Okay, something I've wanted to learn how to do is model and script for Gold Source.
You know, screw around with the core game mechanics of like, half life and stuff.
Before I start, lets say hypothetically I have a disability that prevents me from gaining anything from tutorials; and that I do best when given all the required assets and left to tinker with them until something happens.
What I need to know is, what does one use to COMPILE models for GOLDSOURCE. I know CROWBAR does well with SOURCE but goldsource, the textures are baked into the model file and crowbar doesn't seem to do that.
I know how to decompile and port Gold Source to Source, but lets say I wanna make models for Goldsource.
Probably an incredibly complicated way of saying "What is a list of programs needed for compiling and animating for gold-source specifically? Specifically bare-bones requirements for a beginner."
And "Where/how are the weapon/NPC scripts? Lets say I wanna give the Opposing Force M249 100 bullets instead of 50. Lets say I wanna make the 357 use the pistol ammo reserve."
Stuff I know how to access in SOURCE, because everything has expanded outwards instead of compacted...
I never was one to be good at communication. Back in school all they taught me was how to expand my words, not to shorten them down.
Hello, I'm copying parts of posts I made on sven-coop forums that I posted for helping some others with the same problems you are experiencing. First the tools; this pack has the essentials as in the MDL viewer, the decompiler, and the compiler: HLMV, mdldec.exe, studiomdl.exe (in "tools" folder): http://gamebanana.com/tools/5690 Personally I highly recommend using GUIstudioMdl since I ve been compiling dozens of models with it and its troubleshooting abilities: https://www.wunderboy.org/valve-hl1goldsrc-sdk-tools/guistudiomdl/
For basic GoldSrc QC info there is some word docs in the HLSDK (Download through steam under "tools") and also this page I created recently gives a full rundown of GoldSource QC model compile commands: http://www.the303.org/tutorials/gold_qc.htm
The short: 1. Decompile a playermodel with mdldec.exe 2. Import the reference mesh SMD into your 3d program of choice (if you dont know which SMD it is look in the .qc file it is usually under body EX: //reference mesh(es) $body "body" "soldier_ref" 3. Delete or hide the mesh, leaving the bones only and then scale your model mesh to match the skeleton. 4. Skin the mesh to the bones, but keep in mind since you are using goldsrc each vertex is ONE WEIGHT (1.0) as in no partial weights across bones. 5. Export your reference SMD 6. Convert your texture to goldsrc-ready format (8bit indexed color BMP, no greater than 512X512) 7. Compile your model with studiomdl.exe
Also be sure that your model mesh is a decent polycount because there are too many badly done or ported models that are pushing 15~20k+ triangles and not only are bad for performance but animate badly due to topology not being made for hard-vertex weights.
Yeah, well, that was The303 for you. If you have any problems, just ask him, he knows far more than me (and anyone i've seen). I might add, that Sven Co-op custom compiler can compile models without UV shifting, that is one of the major problems of old model compilers