Models (GoldSource -> SourceEngine) [Part 1]
A Tutorial for Source Engine
#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 -> http://gamebanana.com/tuts/12296
- Difficulty Level
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