Models (GoldSource -> SourceEngine) [Part 1]

A Tutorial for Source Engine

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#1 Find the game Half-life base [GoldSource] and click on properties.

#2 You go to local files and click on browse local files.

#3 Example: You are going to search for a basic model [GoldSource].

#4 Find a basic model [GoldSource] that is in the files as an example.

#5 A page will open from Jed's Half-Life Model Viewer, you go into tools and Decompile.

(Attention you really need to have [mdldec.exe])

#6 You will select the basic model [GoldSource] and click Open.

#7 Put your basic texture [GoldSource] to convert them to .vtf (VTFEdit).

(Example: materials / model / v_glock_blueshift)

#8 Put in case there are Half-Life textures: Source that is in this model.

#9 Like Number 6, it does not convert textures to .vtf (VTFEdit).

#10 Once done Save the texture.

(Example: I chose three, and convert the three at the same time and put the texture as [materials / model / v_glock_blueshift])

#11 You go into tools and Create VMT File.

(Example: I chose three, I also did the three together [.vtf and .vmt])

#12 You will still change the Shader to (VertexLitGeneric).

(Attention, if your software is in VMT auto, it makes you [LightMappedGeneric])

#13 Since you have your textures.

#14 You are going to take a model on GCFScape is going to the file (hl1_pak_dir.pak).

#15 Decompile the model you chose in [Crowbar].

#16 Put the animation of the model you chose in the other file (* _anims).

#17 You go to fragMOTION to import a basic model [GoldSource].

#18 If you have a model, you go to Merge to pick the rest.

#19 [Like Front Number]

Next to Part 2 ->


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Difficulty Level
Intermediate Difficulty



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