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Adding Models to Counter Strike 1.6 map - A Tutorial for Counter-Strike 1.6

This tutorial is all about the usage of models in hammer editor.

Why Models when we can create props using Hammer itself? ======================================================== - Models look better than the props and prefabs made in hammer using brushes. - Brushed prefabs and props contribute to Wpoly count, which should be below ~1000 for the gameplay to be smooth enough. - Models contribute to Epoly count, which has negligible effect on the maps performance. Even old computers support Epoly count upto ~10000. How to put models into the map? =============================== - Put model file in "Cstrike/models" folder. You may make a sub-folder in "models" folder, for this tutorial, I've kept my model file in "Cstrike/models/bikbot". - Open your map's rmf file in hammer editor, click on "entity tool" and then select "cycler" or "cycler\_sprite" entity in object bar. The Difference between "cycler" and "cycler\_sprite" is that "cycler" entity makes the model appear as a solid, non-passable object in the map, whereas "cycler\_sprite" makes the model non-solid object, and the player can walk through the model. Though usually models have a weird solidity, so I recommend using "cycler\_sprite" and then clipping them to make them Non-passable, which we will learn later in this tutorial. - Click in the 3D viewport where you want to place the model. A pink cube will appear. Select this Pink cube by clicking on it in 3D viewport, adjust its position by moving it in 2D viewports. - Now, select the pink cube and right-click on it, click on properties, a window will appear as in the image below. In the "model/sprite" attribute, browse the model file that we discussed about in the first step.
Note that the directory's address should start from models folder as here "cstrike" folder is treated as the root folder.
So, the address will be, "models/bikbot/spongeh.mdl" here. ("spongeh.mdl" is the model's file name). - Hammer usually renders models in 3D views, but in some cases it doesn't (like in mine). Don't worry, the models appear in the game. So, if the models are not being rendered in the Hammer editor, compile the map, check if the model is at the correct position in the game, if not, then adjust its position in the hammer editor, then check again.
If you need to rotate the model, go to model's properties (as in the forth step), edit the value of "Pitch yaw roll (Y Z X)" attribute. Once you feel the model is correctly placed, you are done. This is how it appears in the game. Read further if you used "cycler\_sprite" entity and you wanna make it non-passable. Clipping models to make them non passable ========================================= - The trick is to create an invisible brush on the place of the model of approximately same size and shape. Since my model was a pineapple that has a cylindrical shape, I am placing a cylindrical brush on the model's position in the hammer by using block tool.
You can use "clip" texture to make the brush invisible and non-passable by the players. But it is not recommended as the bullets and granades will still pass through it, and nor will it cast any shadow.
So, apply any random texture on this brush (but not a special texture like null, clip, bevel). - Now, to make the brush disappear, select the brush by clicking on it in 3D viewport, right-click on it in the 2D viewport, click on "tie to entity", select "func\_wall" under the "class" field. In the attribute "Render mode", select "additive" and in the attribute "FX amount" put 0 (0 stands for invisible and 255 stands for opaque. Any other value in between makes it translucent). - If you want the model to cast shadow, go to the clipping brush's properties, in the attribute "light flags", select "opaque (blocks light)". That's it, we are done. Compile the map and check in the game. The same way works for any other game based on Goldsource engine like Halflife, team fortress classic etc. All the best. :)
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  • Akshit Saklani avatar
    Akshit Saklani Joined 9y ago
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    Posted by Sajkee18

    http://prntscr.com/bbtbam Please help me. I'm using VHE 3.5.2 and there are only to add just sprite not models, how can I put models ? Thanks.

    Search for fgd file. Use the latest one. Once u download it, open hammer, tools > option > game configuration and browse the one you downloaded. 
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    http://prntscr.com/bbtbam Please help me. I'm using VHE 3.5.2 and there are only to add just sprite not models, how can I put models ? Thanks.
    ///M
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  • I am grateful for this tutorial. Now i know make collisions... he he he!
    Bananite
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    > **Posted by Glock18** > Great, clear tutorial, though I have some questions mate. > > 1. Will the physics of the GoldSrc engine be enabled in the same shape as the model that was imported? To elaborate, if you load a model of a ball, will the player move over it like a ball? Or will it have a separate collision mask? > > 2. If the model isn't textured, is it possible to paint it with the VHE texture painter? the collision mesh of the models may vary in many cases, in these cases we use cycler\_sprite entity and create collision mesh with invisible brushes. Models can't be painted, scaled or modified in VHE.
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    8y
    Great, clear tutorial, though I have some questions mate. 1. Will the physics of the GoldSrc engine be enabled in the same shape as the model that was imported? To elaborate, if you load a model of a ball, will the player move over it like a ball? Or will it have a separate collision mask? 2. If the model isn't textured, is it possible to paint it with the VHE texture painter?
    Need a mapper? PM me!
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    > **Posted by Akshit** > > **Posted by Commandeer** > > > How do you make a func_detail invisible ? > > > > Really useful tutorial, didn't even know about this method of using additive render mode to cast shadows from the models :) > > Same way works for all the entities, be it cycler or func\_wall or func\_detail, use additive render mode with 0 fx ammount (or any value between 0 to 255 depending upon the opacity you want). > > Please rate if you like. I completely forgot to rate this, I'll give it a 10 since it was really easy to understand and follow...I don't have render mode options in func_detail ?
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    > **Posted by Commandeer** > How do you make a func_detail invisible ? > > Really useful tutorial, didn't even know about this method of using additive render mode to cast shadows from the models :) Same way works for all the entities, be it cycler or func\_wall or func\_detail, use additive render mode with 0 fx ammount (or any value between 0 to 255 depending upon the opacity you want). Please rate if you like.
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    > **Posted by PKGamerX** > -snip- How do you make a func_detail invisible ? Really useful tutorial, didn't even know about this method of using additive render mode to cast shadows from the models :)
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    > **Posted by Banyu Licin** > **Notes:** > > - Well, you need Valve Hammer Editor 3.5 to make the models appear :) tried all versions of hammer and fgd files.. Nothing helped..
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