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Convert CS:S Weapon to CS 1.6 Tutorial


  
 
 
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dels
Senior Member
Join Date: Apr 2009
Old 06-09-2009 , 06:31   Convert CS:S Weapon to CS 1.6 Tutorial
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Okay, as i promised several days ago that i will write how to convert weapon from CS:S to CS 1.6, so here they are attached in single zip file.

Though this was not perfect (since it missing 1 in-game pic) but it worth releasing, i'll update the pic soon (i haven't play CS for a week so i didn't have in-game screenshots).

Later i'll try to completed the pic, fix some typo, improve here and there...

If you have some question, suggestion or unclear in some section PM me

I know there's already tutorial in FPSBanana.com, and this tutorial use the tutorials on FPSBanana as base. This tutorials mean to be an update and created more clearer, especially in realign UV Maps, also i add how to fix dead frames on animation and rotating model

later i will write a revision for this tutorial that cover solving problem with too many vertices and muzzle flash/brash ejection


Hope this help you...

About too many vertices
This mostly caused when we want to convert hi-poly model into HL1, since studiomdl on HL1 only support up to 3500 triangles (poly) in one smd, this can be solved if you split the part into some smaller parts.

Also i have post how to solve this problem (without picture & quickly write):
http://forums.alliedmods.net/showpos...&postcount=758
http://forums.alliedmods.net/showpos...3&postcount=16

And take a look this example:
http://www.mediafire.com/?entegdz1dty
http://www.mediafire.com/?edjt1souigg

if you need more info on how to split it, PM me

About muzzle flash placement
Sometimes when you convert some model, muzzle flash not show up, this mostly because $attachment line on .qc file are not working, you must reattach the muzzle into parent bone and tweak by yourself. Same goes to brash ejection (place where shell came out)

Parent bones usually named v_weapon.xxx where xxx = weapon name, for example v_weapon.m249, but sometimes called only xxx (m249) or xxx.parent (m249.parent) or else combination. You can check it on MilkShape3D

see this for information:
http://forums.alliedmods.net/showpos...&postcount=764

if you need more info on how to tweak $attachment, PM me

PS:
  • Converting player can be lengthy process that i will not create any tutorials anytime soon
  • Don't release it without author permission, especially on FPSBanana.com
  • Don't claim the model as yours if it wasn't
  • I don't take any responsibility with your CS

here are download link:
http://www.mediafire.com/?2nnx0yzn02d

and here some proof (C4)
http://www.mediafire.com/?mjm0r55jgdg
the big size w didn't pass mp_consistency so i included the small size
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Last edited by dels; 06-25-2009 at 02:25.
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