create model valve

A Tutorial for Half-Life 2: Deathmatch

compile bsp of model in hammer and use existed textures or extracted from gcf skape 

make separated them by used texture and do not compile funk props only world

open bsp in crafty change it to hl-dm and remove ligting mode in render

import obj to milkshape; assign  texture by selecting group and texture vtf file from materials/model/yourmodel and asign

- add joint select it and select group by holding shift aisign in joint menu

export "model" smd reference, "model"_reference and "model"_sequence in export half-life smd

set up studio mdl to hl :deathmatch with gameinfo and path ep1 to deathmatch bin directory

by compiling qc will be created folder models/props

model will look for textures names in there:

VTF

"VertexLitGeneric"
{
	"$basetexture" "models/props/woodm"
	"$surfaceprop" "metal"
	"$envmap" "env_cubemap"
	"$basealphaenvmapmask" 1

}

QC

$modelname "props\barricade_001.mdl"
$cdmaterials "models\props"
$scale  1
$surfaceprop "metal"
$staticprop
$body studio "barricade_001_reference"
$sequence idle "barricade_001_sequence" fps 1
$collisionmodel "barricade_001_reference" {
    $concave
}

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katersenay
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