How to port Source Models into GoldSource

A Tutorial for GoldSrc Engine

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A Simple tutorial on how to port non moving models from source into goldsrc (tutorial on model animation ports and mapping old hl1 skeletons to newer models coming soon)

You will need 

MILKSHAPE 3D
VTFEDIT
GCFSCAPE
PAINT.NET
JED`S HALF LIFE MODEL VIEWER
And installing the file from the mediafire link I put up here
(if you don't want to load up the model in a box to see what it looks like)

I RECOMMEND installing the file since it includes pictures for this, example of what a working one is like.

Hello There Welcome to my Tutorial. We are porting models that don’t move, the next tutorial will cover how to get working skeletons from the original model and how to edit the model for compatibility for another skeleton model. Let’s get right into the tutorial

1.   
Open GCFSCAPE and MilkShape 3D

2.   
Go extract the file from the GCFSCAPE into the HL2 Decompiler folder you have installed or another HL2 model Decompiler Program

3.   
Open up Mdl Decompiler Fixed and then turn the file into Smds

4.   
Open up MS3D and open the SMD with the Import feature

5.   
Open VTFEDIT and open the texture and turn it into a bmp

6.   
Use PAINT.NET to convert it into 256 color (8 bit) image and 512x512 image if its bigger if its smaller than that don’t make it bigger, Anything more and it wont work, also please use max dithering for best effect

7.   
Apply the texture in MILKSHAPE 3D and click onto the groups tab and doubleclick all the groups, open the texture coordinator with the move button do a -1 on the right side one and press M, make sure your scale is 0.1 so you can see the whole image

8.   
This step is optional but may be needed, The max polycount each Smd is about 2950 polygons so to lower it ms3d has directX mesh tools which are able to do that, drag the slider to remove the polygons on the model. NOTE that this is not perfect so weird things happen

9.   
Export the SMD

10.                     
with the smd make a qc file here is a example of one

$modelname "Model.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0
$cliptotextures
$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 0.000000
$body "mesh" "putsmdhere"
$sequence "idle" "idle" fps 30

11.                     
Drag the qc into studiomdl.exe and if you did this all correctly it should work

If theres anything wrong with this put it into the comments below

http://www.mediafire.com/file/7xj9oc7msvsl217/How_...

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