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Exporting and compiling new animations with 3DSMax

A Tutorial for Counter-Strike: Source

Compiling new animations using 3ds max

This tutorial is the process of exporting new animations from 3ds max and compiling them into Counter Strike Source. There are some spelling mistakes I noticed after rendering out the video. Tools I used: - 3ds Max smd exporter: [Download](http://www.wunderboy.org/download.php?file=3dsmax_smd_exporter_v1.6.zip&s=2 "") - Gcfscape: here - Model Decompiler: [Download](http://www.hl2.boo.pl/applications/MdlDecompilerFixed/MDL%20Decompiler%20Fixed.rar "") - StudioCompiler from: [Here](http://www.chaosincarnate.net/cannonfodder/cftools.htm "") - CTX converter: here - Notepad++ Because its awesome: [http://notepad-plus-plus.org/](http://notepad-plus-plus.org/ "") - Project Files: [Download](http://files.gamebanana.com/skins/project_files.rar "") Video: Note: the place to put mods in is now 'common/counter-strike source/cstrike/custom', make a new folder and pretend that's the new 'cstrike' folder. Note 2: instead of opening the GCF archive, open 'common/counter-strike source/cstrike/cstrike\_pak\_dir.vpk' instead. Note 3: don't use the SDK anymore, for the model viewer, open 'common/counter-strike source/bin/hlmv.exe' or 'hlmv.bat' instead. Note 4: don't forget to place the compiled files into your custom folder. Check out Millenia's compiling tut for information about materials and other things that I poorly demonstrated here
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Bam Sucks
Tutorial
Flameomega
Animations
[Sandman]
ACR

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Bam
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Intermediate

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Compiling

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