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[TUT][Modelling] How to make p_, w_ models + other stuff


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gameragodzilla
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Join Date: May 2011
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Old 05-25-2011 , 18:50   Re: [TUT][Modelling] How to make p_, w_ models + other stuff
Reply With Quote #91

EDIT: Nevermind, I managed to figure it out! I just used the DirectX Mesh Tools to reduce the poly count and it worked. Thanks for the help, anyways.

Last edited by gameragodzilla; 05-26-2011 at 15:48.
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ANTICHRISTUS
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Old 05-26-2011 , 16:12   Re: [TUT][Modelling] How to make p_, w_ models + other stuff
Reply With Quote #92

Quote:
Originally Posted by gameragodzilla View Post
EDIT: Nevermind, I managed to figure it out! I just used the DirectX Mesh Tools to reduce the poly count and it worked. Thanks for the help, anyways.
then explain your method, it may help a lot of people
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Abes_Ziomal_PL(Poland)
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Old 06-01-2011 , 19:05   Re: [TUT][Modelling] How to make p_, w_ models + other stuff
Reply With Quote #93

When i do p_ model have problem:
"cannot find bone Bip01 R Hand for bbox"
How to do it with these bones? Can someone show me .qc file?

My .qc file:

Quote:
/*
============================================= =================================

QC script generated by Half-Life MDL Decompiler 1.2
2003, Kratisto. Based on code from Valve's HL SDK.

p_xm1014.mdl

Original internal name:
"p_xm1014.mdl"

============================================= =================================
*/

$modelname "p_xm1014.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


//reference mesh(es)
$body "studio" "xm1"
$body "studio" "xm2"

// 1 attachment(s)


// 2 hit box(es)
$hbox 0 "Bip01 R Hand" 0.000000 0.000000 0.000000 29.484526 1.472900 7.522652
$hbox 0 "xm1014" -1.030000 -18.650000 -4.830000 1.100000 15.230000 2.400000

// 1 animation sequence(s)
$sequence "idle" "idle" fps 30

// End of QC script.
Attached Files
File Type: zip v_portal.zip (284.2 KB, 98 views)
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Last edited by Abes_Ziomal_PL(Poland); 06-01-2011 at 19:29.
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georgik57
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Old 06-02-2011 , 08:36   Re: [TUT][Modelling] How to make p_, w_ models + other stuff
Reply With Quote #94

you're making a portal gun?
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gameragodzilla
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Old 06-02-2011 , 15:02   Re: [TUT][Modelling] How to make p_, w_ models + other stuff
Reply With Quote #95

Quote:
Originally Posted by ANTICHRISTUS View Post
then explain your method, it may help a lot of people
Okay, I will.

(I used Milkshape 3D)

Background: I had trouble trying to make a p_model for a grenade (The Holy Hand Grenade of Antioch), even though I succeeded before. The first problem I had was the fact that when I imported an smd, there were thousands of groups each occupying a few vertices, instead of one big group. That made it almost impossible to separate the groups afterwards in order to accomodate for the large number of vertices inside each model. Eventually, I figured it out.

Step 1: Insert one reference smd.

Step 2: Select the smd with select option "group".

Step 3: Go to the group tab and select regroup.

Step 4: Go to the Materials tab and add in the necessary texture.

Step 5: Highlight the smd and assign the texture to the smd.

Step 6: Import another smd, then go to the Group tab and select the regrouped smd(s). Don't select the unregrouped smds (That would take too long)

Step 7: Go to Edit and select "Select Invert" (or press Ctrl+I). Now you can regroup the imported smd without moving anything.

Step 8: Repeat steps 2-7 until the whole model is in Milkshape 3D.

Step 9: Follow the tutorial on the first post to make the p_model.

Step 10: Once you have the model in the position needed in the p_model and the animations are all assigned, save the model (not export).

Step 11: Delete every group except for one and export that smd as a reference smd. Export it as the same smd you imported it at first. Repeat for every group

Step 12: The tutorial on the first post as the instructions needed to compile the model into a p_model. Now you should have a p_model.

My further problem was that I had "too many normals". Apparantly, some of the individual smds were also too big if you try to make it a p_model. This was the main problem I had. Eventually, I figured that out, too.

Step 1: After following the previous (Not so greatly written) tutorial, import the smd that the compiler says has "too many normals/vertices".

Step 2: Go to Tools and select DirectX Mesh Tools. Use it to reduce your poly count below 2000.

Step 3: After you reduce the poly count, you will need to reassign the texture (see previous tutorial for how to add textures, though anyone who knows how to use Milkshape 3D should know how to do it), and reassign animations.

Step 4: Export the smd.

Step 5: Repeat process for each smd that the compiler says is too large.

That's how I did it.



I decided to include an attachment that has the v,p, and w models of the Holy Hand Grenade for anyone who wants it. I changed the HHG from an HE grenade to a Flashbang, though.

Credits go to KTGIR, Henron, and TS Team for the original models and sound. I found the original model on Gamebanana. I'd also like to thank GAARA54 for making the original tutorial.
Attached Files
File Type: zip Holy Hand Grenade of Antioch.zip (889.0 KB, 99 views)

Last edited by gameragodzilla; 06-02-2011 at 15:04.
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ANTICHRISTUS
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Old 06-02-2011 , 16:28   Re: [TUT][Modelling] How to make p_, w_ models + other stuff
Reply With Quote #96

@ gameragodzilla. this method is different than mine, but seems to be better. do you know some tutorials for MS3D ?

Abes_Ziomal_PL(Poland). here is the thread that I know about the portal gun: Portal Mod Alpha.
try to read le last posts (in this thread) to know how to make p_ and w_ models from difficult models.
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gameragodzilla
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Old 06-02-2011 , 21:24   Re: [TUT][Modelling] How to make p_, w_ models + other stuff
Reply With Quote #97

Quote:
Originally Posted by ANTICHRISTUS View Post
@ gameragodzilla. this method is different than mine, but seems to be better. do you know some tutorials for MS3D ?
Not really. Though Google is your best friend in this regard. There are several tutorials on other sites that might be helpful.
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Abes_Ziomal_PL(Poland)
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Old 06-04-2011 , 13:41   Re: [TUT][Modelling] How to make p_, w_ models + other stuff
Reply With Quote #98

Can someone show me .qc file for p_ model?
I assigned "Bip01" and have the same error: "cannot find bone Bip01 R Hand for bbox"
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ANTICHRISTUS
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Old 08-04-2011 , 10:43   Re: [TUT][Modelling] How to make p_, w_ models + other stuff
Reply With Quote #99

I forgot that I made p_ and w_ models of this ak47 (from the original v_ model): http://www.gamebanana.com/skins/20722

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Attached Files
File Type: zip ak47_m203.zip (3.32 MB, 83 views)
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lechoo
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Old 08-07-2011 , 14:26   Re: [TUT][Modelling] How to make p_, w_ models + other stuff
Reply With Quote #100

Can someone make (working, without consistency error) pee wees of this model? http://www.gamebanana.com/skins/48945 I tried to do it with my own, but i'm too stupid for this.. :p
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