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Unknown Worlds Forums > Natural Selection > Natural Selection Creation > NS Customization > Customization Help and Troubleshooting
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Maus
A couple of important things before we begin:

(1) Back up your files
Before downloading anything from these forums, please back up your files. Its a good idea to copy your entire Models, Sprites, and Sounds directories. The more advanced people out there might wanna do it the elegant way and create a pak0.pak with all this stuff in it. Here is Insanity~Gizmo's guide to doing just that.

If you lose a file because you forgot to back it up, first ask the nearest person to kick you in the nuts. Then DO NOT post a thread asking for the model (it just annoys everyone). Simply join a NS server. If you are missing a required file, the server will automatically send it to you. Problem solved, many flames saved.

(2) How to preview what you download
Half Life Model Viewer ? lets you look at the model in windows, check out its animations, skin, any extras like jetpacks, &c. Once you have it, associate MDL files with HLMV so you can open them easily from explorer. If you've never done this before, simply double click an MDL file in explorer, select "Other" and browse to wherever you installed HLMV.
Sprite View ? lets you look at sprites, naturally. Again, it's useful to associate it with sprite files like HLMV and models.

MODELLING 101

First things first: Valve's Modeling Tutorial - The definitive reference. Valve distributed this as part of the HL SDK. At first glance it's geared towards 3DSMax users, but contains invaluable information no matter what modelling package you use. Since many people don't bother downloading the entire SDK to get it, DarKcyde hosted the file himself. This is the single most important resource in this entire thread! Get it! RTFM!

Some quick notes:
-HalfLife models are in MDL format.
-You cannot load MDL's into Milkshape or Max, but there are model viewers that can look at (not edit) them.
-Models are composed of Reference SMD's (the mesh itself) and Animation SMD's (uh... the animations).
-Skins are 256 color (8-bit) BMP's, each with their own pallette.
-Skins have a practical maximum resolution of 512x512. These are sometimes called High-res skins.

De-Compiling Models
Before you can edit anything, you're going to need to decompile the models.

Milkshape has a built-in decompiler, but it is far from perfect. Recent versions have started using Kratisto's Decompiler, which is far superior. For those who have been around for a while, weapons don't have to be re-origined if done with Kratisto's decompiler. The nice thing about Kratisto's Decompiler is he has released it in EXE format, so decompiling is no longer tied to Milkshape alone (MAX users rejoice). Mdldec.exe is a DOS program. If you click it in windows, nothing will happen (until you set it up, see below). I suggest placing this (and other related tools) in a \bin directory in your half-life folder. For the clueless, thats C:\Sierra\Half-life\bin

---

The Decompiler and Compiler are attached to this post. If anyone wants to mirror them please do, because I don't know how long the forum keeps attachments.

Steps to take so you can right-click MDL files to decompile them:

1. Create a .BAT file in the same directory as mdldec.exe. For convenience, call it mdldec.bat. I will use example paths throughout this tutorial, you MUST make sure your paths point to where ever you put the files. You can create BAT files with notepad. Your BAT must contain these commands:
CODE
C:\Sierra\Half-life\bin\mdldec.exe %1
pause

-if you put the decompiler exe in a different location, simply point this command there instead
2. In explorer, select Tools->Folder Options, File Types tab. Scroll down to the MDL entry, which should say "Opens with HLMV" by now.
3. Click "Edit..."
4. Click "New..."
5. Action: Decompile Application: C:\Sierra\Half-life\bin\mdldec.bat
6. "OK" "OK" "OK"
7. Right-click MDL files and select Decompile to decompile them. Its a good idea to stick them in an empty subdirectory when doing this, as it can generate a LOT of files (especially player models).

Compiling Models
So you've got a shiny new model. Now you have to compile it into an MDL so you can share your creation with the rest of us. If you've got this far, I hope you've read Valve's manual, cuz I'm not gonna tell you what needs to go into a model. I will tell you how to get it compiled though.

---

Models are compiled with a program called Studiomdl.exe. Milkshape has a built-in version, but it will NOT always compile player models (they can have too many animations, though NS models are fine ... for now). Studiomdl.exe, another DOS program, is better than Milkshape so we'll go through the setup process again.

Steps to compile by right-clicking QC files:

1. Create a .BAT file in the same directory as studiomdl.exe. Studiomdl.bat works nice. Put these commands in your BAT:
CODE
C:\Sierra\Half-life\bin\studiomdl.exe %1
pause

-if you put the compiler exe in a different location, simply point this command there instead
2. In explorer, select Tools->Folder Options, File Types tab. Scroll down to the QC entry, which should say "Opens with Notepad" by now. If you don't have QC's in there yet, double click one and associate it with notepad.
3. Click "Edit..."
4. Click "New..."
5. Action: Compile Application: C:\Sierra\Half-life\bin\studiomdl.bat
6. "OK" "OK" "OK"
7. When ready to compile, simply right-click your QC in explorer.


FAQ

Q: How do I create ironsights, shoulder views, or other-wise reposition a v_model?
A: This is done by using $origin in your QC file at compile time. Place it near the top of your QC file, before the $sequences.
FORMAT: $origin X Y Z
X is left/right. Positive values move to the right.
Y is in/out. Positive values move out, away from you.
Z is up/down. Positive values move down.

Weapons decompiled with Milkshape's old tool should start with an origin of 0 -25 0, and tweak from there.

Q: What are the T models (ie. w_hmgT.mdl), and why can't I open them?
A: T models contain only the texture (skin) for the model. They are part of the same model, so don't separate them. They are created using $externaltextures in the QC. This is the only way to compile a model once it reaches a certain size (about 2 mb).

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*** I've compiled these links into an easier-to-navigate bit on my website: http://members.aol.com/handhyle/101index.html

Modeling Tools
Milkshape 3D: $20 Shareware. Great HL support, can import and export SMD's. Many other formats supported, also makes a good model converter.
GMAX: Discreet's free version of 3D Studio Max. Does not allow exporting or plugins, but otherwise has all features of MAX R4. Can create MD3's, which can then be converted to HL using other tools.
Maya Personal Learning Edition: Free version of Maya. Fully featured, except all renders are watermarked, and doesn't support exporting.
Softimage XSI v.2.0 Advanced: Download, or get 2 CD's by mail, FREE! Valve just switched to Softimage! Milkshape can import .XSI to convert to .SMD's.
MAX R4.x/R5 .SMD Exporter: Max 5 support, fixed UV bugs. Try Valve's old one if Alex F's gives you problems exporting references.
MAX R3 .SMD Exporter: Plugin, doesn't work with GMAX. Hosted by Fileplanet, so login needed.
Vek's SMD Export script: Maxscript, R4.2 only. Requires biped/physique, so again, no GMAX.
Maya 4.0 .SMD Exporter: Maya 3 exporter is in the SDK. Hosted by Fileplanet, so login needed.
www.maxplugins.de: Place to get plugins for all versions of 3DS Max.
www.scriptspot.com: Place to get maxscripts for both 3DS Max and GMax.
Maxscript Utilities: Chris Cookson's site with importers for SMD, MD2, MDX, MD3, MDC, and MDS. For both Max and GMax. This site includes an SMD Export script that will work with 3ds max R6.

Blender 3D and other freebies - Link to Crouching Hamster linking other modelling programs later in this thread.

Modeling Tutorials (Half-Life Specific)
Wavelength: Great HL editting resource. Check the FAQ and QC script reference.
MAX: Setting Up 3D Studio Max: by Scarecrow
MAX: Mesheditting: By Scarecrow
MAX: Digital Sculpting: By Scarecrow
MAX: Skin Meshing: By Scarecrow
MAX: Bipeds and Physique -Skeletons: By Scarecrow
MAX: Figure Mode -Adjusting Skeletons: By Scarecrow
MAX: Half-Life Animation: By Scarecrow
MAX: Compiling for HL: By Scarecrow
MAX: Hitboxes: By Scarecrow
MAX/MS3D: Weapon Modeling Tutorial: By Scarecrow. Shows v_models, p_models, and w_models. For MAX and Milkshape.
MAX: Skin Meshing: By TinyFly
MAX: Modeling a MAC-10: By TinyFly
MAX: Modeling an MSG-90: By TinyFly
MAX/MS3D: Import MDL model to Milkshape, then to MAX: By FoxTrotNiner
MS3D: Setting up MilkShape 3D: By Scarecrow
MS3D: Digital Sculpting: By Scarecrow
MS3D: MilskShape SkinMeshing: By Scarecrow
MS3D: MilkShape Skeleton Application: By Scarecrow
MS3D: MilkShape Skeleton Application: Bipeds: By Scarecrow
MS3D: Half-Life Animation: An Overview: By Scarecrow
MS3D: Weapon W_Model Tutorial: By Rat
MS3D: Weapon P_Model Tutorial: By Rat
MS3D: Weapon V_Model Origin Adjustment: By Rat

Animation Conversion in NS - My (Souris) tutorial on converting models to use any custom animations, such as smartgun anims.
Basics of Smoothing Groups in Milkshape - My tutorial to help people get going on one of the more opaque parts of using MS3D

Modeling Tutorials (MAX & GMAX)
Start to Finish model tutorial: "Male member" (stupid swear filter) Dastardly takes a simple cube model in Max and goes through all the steps of texturing and exporting it to Q3A. Simple model, but VERY complete.
Joan D?Arc: a great walkthrough building a female figure (the legendary Joan of Arc).
Tips & Tricks for low-poly modelling by Paul Steed. Very useful.
3DS-Max Tutorial: Multi-page tutorial by Zeo-Cartin using 3DS Max.
Map Object Model creation: Todd Gantzler's (toddg33) tutorial on making and skinning a simple map object model.
Low Polygon Modeling for 3D Computer Games: Modeling a Light Post with 3 Different Polygon Limits in 3D Studio MAX by Max Zeilke
Max Modeling Tutorials: These tend to be more general in nature, that is not game related.
Beginner-oriented MAX tutorial: NilreMK shows some of the basics in modelling with 3DS Max r4, but skips through some areas easy, so it's not a "for dummies" tut....
XYZ Tutorials: Includes box modeling, unwrapping, modeling from refs, and Brazil rendering setup.
Modeling a Simple Spaceship: An entry level 3DS Max tutorial by Max "Ghoul" Shelekhov.
GMAX: Skullbox's IK & FK setup example files: Two .gmax setups, one FK and one IK and animated walk cycle of the IK setup.

*Movie Bay Raitt's Time Lapse Box Modeling movie: Bay Raitt shows box modeling in Mirai in this .avi (very similar to working in Max). 9Mb.
*Movie More Bay Raitt Time Lapse videos: Short .gif file animations of modeling several subjects in Mirai. Similar to box modeling.
*Movie Max AVI tutorial: modeling "principles" can be applied to MilkShape/Animator

Modeling Tutorials for Milkshape 3D
MS3D Help File. Includes basic usage and a couple tutorials. Hosted by Fileplanet, so login needed.
www.polygods.com: Many tutorials, including videos, for Milkshape.
Psionic's Milkshape 3D Tutorials: Tutorials on modeling and skinning in MS3D.
Introduction to modeling using Milkshape 3D: Excellent 6 part series by Ben Moss.
ChumbalumsOft's tutorials links page: Links to specific tutorials for using Milkshape 3D.

Modeling Tutorials for Other Tools
Blender 3D: Convert a Blender model into Milkshape or gmax: Polycount thread post by biotek detailing the process of converting a model made in Blender into other formats. Many link resources.

Modeling Tutorials: Non-Tool Specific
Surface Tools for Low Poly Modeling: Scott Ruggels shows a method for modeling from a drawing.
3D Artists: General modeling tutorials.
Box-modeling
General Model Optimization & Skinmapping Tips: HyPer shows how to manually (and intelligently) reduce poly count on a model.
Subdivision Modeling: tool used is Mirai, but the tutorial is applicable to "box-modeling" with mesh-smooth modifiers applied in Max.
MAX3D at 3DLuvr: Link to 3DS Max tutorials, plug-ins and other goodies.
Modeling a VERY Low Poly Head: What it says ...

UVW Skin Mapping & Unwrapping Tools
Ultimate Unwrap 3D: Standalone unwrapping tool, $30 Shareware. MS3D users should definately use this. Supports many model formats.
LithUnwrap v1.3: Last free version of Ultimate Unwrap 3D before it went shareware. No longer supported, but it still works, and its free.
MAX:ChilliSkinner: Excellent UVW unwrapping Maxscript.

UVW Skin Mapping & Unwrapping Tutorials
Unwrap 3D Tutorials: Tutorials using the Ultimate Unwrap 3D tool.
Applying Multiple Materials to an Object in Max: A UT tutorial on "Multi/Sub-Object" materials, which HL models require as well.
Ishtar's Unwrapping Tutorial: Ishtar uses 3DS Max, Chilliskinner and Texporter in this step by step.
UVW Unwrap Tutorial Maverik uses Texporter on a weapon.
Chilliskinner Tutorials: Instructions for unwrapping with Chilliskinnner
Mapping with UVW Unwrap in 3dsMax
Bug Limb tutorial: Shows some texture unwrapping techniques.
Unwrap the skin of a character model: HyPer shows how to select pieces of a model for planar mapping.
Unwrap Tutorial-Advanced: HyPer Unwraps a more complicated model.
Rorshach on proper Unwrapping: Rorshach uses before and after references to show good skin map layouts.
Skin Prep and Mapping: HyPer shows some tricks for manipulating the gizmo (in this case on cylindrical mapping) for good effect.
Planar Mapping: Thornbird shows how to planar map a head in Max.
Milkshape skin mapping: by Gusher.

Animation Tutorials
Character Animation: Principles and Practice Great animation basics. Also some modeling tuts, not really game related.
Walking the Walk: Paul Steed on creating a Walk Animation
MAX: Adjusting Your Biped: Paul Steed on adjusting biped form to fit model in Character Studio
MAX: Character Studio (part 2): Paul Steed, part 2 of biped tutorial
MAX: Setting up a Q3A model with a 3DS Max biped: Paul steed shows an in-depth walkthrough on connecting and adjusting the biped model to a character.
MAX: Bringing a Character to Life: Character studio tutorial
MAX: How to animate wings using Character Studio: SkullboX shows how to use "dummies" to add additional controls to the standar CS biped.
GMAX: Rigging a Leg in gmax: Skullbox shows how it's done in this polycount forum post.
MAYA: Character Rigging: An 10.1 MB .avi movie (with audio narration!) about doing IK rigging on a leg. Done in Maya, but probably relevant for 3DS Max too.

Skinning Tools
The GIMP: GNU Image Manipulation Program, open source (free) tool for linux and windows. On par with Photoshop or PSP. Can't beat the price.
Half-Life Model Viewer - The only model viewer you'll need, plus its import/export ability for skin replacement makes it incredibly useful for skinning - no compiling required!

Skinning Tutorials
Weapons Skinning This is the "X" tutorial JediYoshi praises later in the thread - it really is incredible.
HFX tutorials - basic metal tutorials, clear and easy to follow
Baneforge Skinning Tutorial: Chemical Burn's Photoshop skinning lesson.
Harelequin's qbranch: Many tutorials on game model skinning, including skin layout, metal and rust, cloth and fabric techniquees.
Skintutor: Slaine focuses primarily on Q1 and Q2 model skin painting. Still, some good painting techniques here.
Photoshop Resources: Tutorials and links.
Photoshop Step-by-Step: Gusher's detailed walk-thru of skin creation for 3d models.
3d Effects using Photoshop Channels
Texturing 3D Weapons: by Shadowfire.
Metal Shapes: by Phong.
Human Skin Tones: by PolyKarbon.
Metal Shapes: by Absolute Cross.
Making Effective Chrome: Paint Shop Pro
Basic Web Interfaces: Paint Shop Pro
Metallic Navbars: Paint Shop Pro
PSP Tutorial
PSP Tutorial
PSP Tutorials
Matte Black Metal video tutorial
Photoshop Tutorials: Making aged metal surfaces, Scratches, and Overlays.
Raised Stamp Effect
Metal and Scratches
Making Wood

Hair 1 | 2 | 3 | 4 | 5 | 6
Pipes 1 | 2 | 3 | 4 | (1-3 are a set, and the site they're on has other good PS tutorials)
Wires 1 | 2 | 3 | 4 | 5 | (1-4 are a set, and the site they're on has other good PS tutorials)

General Painting Tutorials
Adobe Photoshop- digital hair: Nuts and bolts tutorial on creating hair on photographs, including creating custom brushes.
dhaibih: Painting techniques.
www.3dcafe.com
Wacom's Photoshop Tips: Some tips and tricks for doing some basic things with Photoshop.

Sprite Tools and Resources
Sprite View: Uh... views sprites.
Sprite Wizard: Windows sprite compiling tool.
Sprite Maker: Another sprite compiler.
Wavelength 2D Art: Sprite tutorials. Also decals, wad textures, skin editting.

And finally ... Hamster sent this link to me and I haven't had time to go through it to sort some bits of it out into the relevant sections of this post, but this site is full to the brim with handy tutorials for 3D and general graphics work: Tutorial Hunt

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Yanked from the DoD mod forums, and inspired by (and largely ganked from) the excellent Q3A Modeling Resources thread at Map-Center.

If you have any tutorials or tools that are missing, please post them and this can be updated.

---

This attachment contains Valve's new studiomdl.exe (required for compiling models), with support for transparent textures, and version 1.2 of Kratisto's decompiler, mdldec.exe.
kyliegirl
wow, thanx a bunch, excelllent timing as i wana learn how to remodel the gorg smile.gif thanx a bunch
Tyralion
Kickass guide, even though I'm not into modeling. biggrin.gif
CaptainPanaka
QUOTE (Tyralion @ Jan 19 2003, 12:53 AM)
Kickass guide, even though I'm not into modeling. biggrin.gif

yup that's also my opinion smile.gif
Kaine
sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky

biggrin.gif
ArgOnatH
QUOTE (Kaine @ Jan 19 2003, 12:06 AM)
sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky

biggrin.gif

YEAH DO WAT HE SED!!!!

good refs!

COME ON MODS MAKE IT STICKY!
Comprox
Yes yes, I'm here smile.gif I needed my 13 hours of beauty sleep first, but sticky here we come! Nice work.
3ncrypted_zer0
Thank you for the guide its really helpful. smile.gif
Wolf_Kahler
Wow. Beautiful! Thanks, Souris, for bringing that here. I can't have an account on those forums, so I don't like to go there because I can't post or download things attached to messages. It's irritating.
Sentinel1
Thx soulris I might use some of these links...I appriciate the time u sepnt on it all, good work
smile.gif
DarKcyde
Sweet. That thing's gettin pretty old already, there's broken links all over the place. Gotta find someplace to host the modeling tutorial longterm... in the meantime I put it up on my own webspace for now. I'll leave it there until the community comes up w/ a better place for it.

Valve Modeling tutorial: Modeling for Half-Life.zip

I'm sure there's tons of other fixes to be made, but you'll definately wanna add Chris Cookson's SMD Importer. Also, fix up his homepage link to mojo.gmaxsupport.com

Hope this community finds all this stuff usefull.

P.S. Souris how close is that thing to the max post size here? On dodmod, I can't even add one more sentence w/out breaking the max post size (30,000 characters or something like that).



/me basks in the pimpness of teh stickeh user posted image
Maus
Hmm, a double post. Just what I've always wanted.
Maus
QUOTE (DarKcyde @ Jan 22 2003, 11:12 AM)
Gotta find someplace to host the modeling tutorial longterm... in the meantime I put it up on my own webspace for now.

Hurrah! I loathed having to delete that from your original post, because the link was dead. Other than the decompiler setup bit, it's the most important modelling resource there, probably.
Advisor
Nice guide, but it's "bit" long smile.gif
Advisor
Nice guide, but it's "bit" long smile.gif
riksha
Are there commands for the .bat file missing? It looks like there should be commands listed, and it doesn't seem to work with an empty .bat file...
Neptalid
Why yes, upon closer inspection I find that the commands for BOTH .bat files are absent...
Maus
How do you mean - in the files in the attachment? If so then there are instructions in the main post about setting up the compiler and decompiler.

If you mean there's somehting missing in the guide, could you be a little more specific? Then I can try to put it right for y'all.
riksha
First, thanks for the guide!

I was referring to the guide:

"1. Create a .BAT file in the same directory as mdldec.exe. For convenience, call it mdldec.bat. I will use example paths throughout this tutorial, you MUST make sure your paths point to where ever you put the files. You can create BAT files with notepad. Your BAT must contain these commands:

2. In explorer, select Tools->Folder Options, File Types tab. Scroll down to the MDL entry..."

I was wondering about the commands that (I assume) should appear between 1 and 2. Neptalid also pointed out a similar situation regarding a .bat file further down the guide.

Thanks again for the guide, and let me know if I can be more specific.

Maus
Thanks for pointing that out - I need a better proofreader smile.gif

***main post updated***
Browser_ICE
What are the poly amounts for an NS model ?

- min amount
- recomanded amount
- maximum amount


If the maximum is somewhere like 2000, will it impact gameplay no matter what kind of PC power the client has (meaning game engine's limitations or CPU limitations) ?

Are there any standard animation frames (run01, run02, run03, stand01, stand02, ...) that have to be used in NS ? Or are the the same as HL ?

That's for a player model but what about an animated mapobject ?
Delarosa
*opens palms*
*places palms on hear*
*grasps hair*
*pulls with all the strength i have in me*


not a single one of those.... lets me know how to friggin change the group of certain things.... not a single one! (for milkshape)
enfurno
very very nice info sheet, i think im gonna go home and d/l everything i need and start my road to model creation thanks to you... LOOK OUT WORLD HERE I COME!!!!
Charge
it's not sticky it's webby tounge.gif
RoadMaster
has anyone else been having trouble with 3ds max exporters? I use Max 4 and I tried quite a few exporters... the only two that get close to what I want is smdlexp_r4.zip and smdlexp_4130_max4_5.zip which both came from the same site, but have different problems.

I'm making my chickenlerk model with dummies to assemble the bone structure, and I have the bones set up and everything... there is only one big problem.

The first exporter will export my model, skeleton and all.... but what happens to my model is the texture somehow gets screwed up. I end up with EVERY polygon of my model being my entire 512x512 texture... I don't know HOW it happened because the texturemapping is fine in Max, but screws up when I import it into milkshape to see if it worked out (I don't have any max importers).

The second importer smdlexp_4130_max4_5.zip will only work if I do NOT use physique.... meaning that although I have a skeleton and a mesh... I am unable to export unless I do NOT have the vertices assigned to bones. When I was first using this I thought it was because I was using dummy cubes to compose my skeleton.... but when I tried using the 3ds max biped and exporting that with a very simple mesh it still would crash... which makes me think it isn't the dummies. It seems to screw up when I use the physique modifier, whether I initialize it or not (initialize meaning assign the bones etc, so it happens when I load the modifier at all)

If anyone has any insight that would be helpful. I've tried a few other exporters, but the others don't even load into max at all, max just gives an error that it is either out of date or it can't be loaded.
CrouchingHamster
Ok, dunno how relevant this will be, but since were discussing modelling / animation programs, you might want a look at these..not exactly industry standard, but free , legal, and they will run well on low end PC's, unlike say the PLE of Maya which would cause my PC to explode or something..( trust me on this one..this PC is a glorified typewriter..).

Blender3d

Rather nice. If you are used to other 3d apps, the interface is gonna be weird at first, uses a lot of hotkeys etc. Find a few decent tutorials and it's actually rather good..will only export vrml or dfx formats, but can be converted..built in animation, rendering etc etc
http://www.blender3d.org

3DCanvas

Basic version is free, limited features but really nice and friendly
http://www.amabilis.com/

OpenFX

Not had a good look at it yet, but looks nice so far..built in animation, raytracing etc..again, modeller part of the thing supports 3dsmax format..it's kinda beta, so use at your own risk..
http://openfx.org/about/index.php

Wings3d

I've had this for less than 2 days, but there's something really nice about this one. So far it reminds me of a less intimidating version of Blender. Obviously this simplicity comes at a price and it has nowhere near the power of Blender, also you'll still need Milkshape or similar for boning / compliling / animating, but hell, it's free, so download it and give it a look. Probably better suited to organic type shapes rather than hugely technical modelling, but worth a look anyway.
http://www.wings3d.com/

And to convert all these weird file formats..
http://home.europa.com/~keithr/Crossroads/


Now obviously, these won't work with HL without further conversion ( hell, might be impossible for all I know..I only started learning modelling this weekend.. ) , but still, might be of interest to someone out there..

Oh yeah, more free stuff ..
http://www.computerarts.co.uk/downloads/

( couple of the links are bust, the 3dcanvas one for instance..you'd think a computing magazine could keep a webby up to date..:/ if it's broke, google it..)

Oh yeah, and this is supposed to be good..never tried it myself, but again, someone might want a look..
Photoshop- type program apparently..
http://www.gimp.org/the_gimp.html

( and no, it's not a dodgy website...)

More links and discussions of freebies here..

http://www.somethingleet.com/forum/showthr...?threadid=12045
CrouchingHamster
And finally, in a bid to stop it disappearing to page 93 of the forums, never to be viewed again, Souris' guide to using smartgun anims on any NS model..

http://www.unknownworlds.com/forums/in...ST&f=19&t=27213
Black_Ops_Lerk_Master
Yay! Now i can learn to make models and flood you with digital glory!..... Unlesss, that is, I totally flunk out of modelling. Like i did with HL maps, i HATE having to size everything on 3 different axis...
Zyndrome
Superb links, I've been looking for this... I got so many ideas, but now I may get a chance to make my fantasy into reality biggrin.gif .
Think different when modelling, like top-mounted clips, things expand when drawing the weapon, new madeup weapon names and lots of stuff... some day we might see something like "The new F-Bulk-7 handgun, powered with Nahat-crystalsplinters from erruptions on planet Hupha" (ok, I got a little wacky fantasy hehe)
Delarosa
QUOTE (CrouchingHamster,HiddenElvis @ Mar 26 2003, 07:53 AM)
And finally, in a bid to stop it disappearing to page 93 of the forums, never to be viewed again, Souris' guide to using smartgun anims on any NS model..

http://www.unknownworlds.com/forums/in...ST&f=19&t=27213

This Tutorial is also posted on my website...

http://t2k.neotech.cc
JediYoshi
-X-

Possibly the best skinnar ever, with the exception of coil's "elite" chibizzles. Some nice detailed, with photos, tutorials on skinning. Also offers the first tut on how to cheat polycount limits in milkshape.
CrouchingHamster
Those skinning tutorials are well worth a look btw..^

Pld Yoshi.

I'm off to skin something..
Maus
I just edited the main post to add a couple of things and get rid of any dead links. If anyone finds any tutorials in their modelling adventures and they aren't in the post, please could you either PM me with them or post them here so they can be added?

(edited because OMG TEH THERE/THEIR FUBAR)
Delarosa
http://www.studio-erebus.com/studio/index.html



done reading, and it's AWSOME.... not HL (just realised this) but it still applie to all of us!
coil
Rock on... melkior is one of the newest additions to the Nightwatch team. His work is awesome.
Delarosa
New T2K Tutorial:
No-Smear Skinning In MS3D

http://t2k.neotech.cc/ns/tuts/skin.shtml


New T2K Tutorial:
Default Model Poly Count list

-NOTE-
this one isn't done, but i'm working on putting up "recommended low, and high poly levels for each model

http://t2k.neotech.cc/ns/tuts/poly.shtml


New T2K Tutorial:
Model a Zergling In MS3D - Part 1

http://t2k.neotech.cc/ns/tuts/zerg.shtml
JediYoshi
OMG FINALLY

/??/ Means site is known to be down. We hope it comes back.
DL-#K Means it is a direct download link to a file. For movies, you may want to right click and do a save as rather than try to download and play them. The "#K" represents the size of the file, if known.

Model Making Tools
MilkShape 3D: animator, modeler, game format converter.
DL-88K Meshtools v2.5: Meshtools has been updated. This is the latest version. Learn more about this tool from the meshtools site. This 3DS Max r3 and r4 plug-in provides some "must" have tool features for mesh modeling.
gmax: gmax is Discreet’s “lite” and free version of 3D Studio Max. Software and tutorials found here.
DazGmax Importer script:Imports .dxf files into gmax
Model format import scripts for gmax: a selection of scripts that greatly expands what model formats can be imported … including wavefront OBJ and autodesk 3DS. [URL=http://dl.fileplanet.com/dl/dl.asp?q2pmp/NMD3C.zip]
N'Pherno's .MD3 comiler[/URL]: MAx to md3 converter with an md3 viewer.
Anim8or: Splines, Paths and Lathes to Supplement MilkShape
/??/.md3 export-only plug-in for 3DSMax r4: Pop 'n Fresh's Exporter upgraded to work with Max 4
DL Alternate download for Pop 'n Fresh Exporter
OpenFX - free modeling tool: No word on whether this can output a q3dta compatible file.
Pakrat: MD3 view for the Mac (only).
www.maxplugins.de/: A site with free plugins for all versions of 3DS Max.
Lightwave .md3 exporter: Import/Export Plugins for modifying and creating Q3A or Q3:TA models in Lightwave. Updated for v6.5.
3dexe: 3dexe is a free utility from Gradiant Studios that converts a 3D Studio Max 3DS format file and a .tga file into a standalone Open-GL model viewer (for that model).
Maya v3.0 .md3 exporter: The Quake Rally team has made this tool to create Q3A md3 models from Maya files. Does not work with v4.0 of Maya.
www.blender.nl: A relatively low cost modeling tool, that can be used in conjunction with Milkshape or gmax to export Q3A models.
Win3D Converter: 3D file converter utility for the the PC. This is a commercial product.
ProgMesh: A Polygon reduction tool that works with Max 3DS r.4 formats (and others). Reduce polycount on very complex models.
qview: A model viewer for Quake engine models (quake, Q2, Q3A)
Noserider's Q3A model viewing config file: A .cfg file for viewing models inside the game.
Scriptspot: A website dedicated to 3DS Max plug-in scripts.

Model Making Tutorials

Psionic's Milkshape 3D Tutorials: Tutorials on modeling and skinning in MS3D.[URL=http://www.flipcode.com/tutorials/spaceship/]
Modeling a Simple Spaceship[/URL]: And entry level 3DS Max tutorial by Max "Ghoul" Shelekhov.
ChumbalumsOft's tutorials links page: Links to specific tutorials for using Milkshape 3D and some other non-specific links.
Converting an md2 model to an md3 model: Jon "Shine" Jones goes through the steps of converting a single piece model into a 3 part model. Features NPherno tool.
Surface Tools for Low Poly Modeling: Scott Ruggels shows a method for modeling from a drawing.
Max AVI tutorial: modeling "principles" can be applied to MilkShape/Animator
3D Artists: General modeling tutorials.
Box-modeling
Tips & Tricks: By Paul Steed
3DS-Max Tutorial: Multipage tutorial by Zeo-Cartin using 3DS Max.
Backburner Export Tutorial: focuses on exporting a weapon model.
Modeling and UVW Unwrap: Downloadable Videos.
Map Object Model creation: Todd Gantzler's (toddg33) tutorial on making and skinning a simple map object model.
Q3A Head making Tutorial: Instructions from Max Breedon on making stand alone head models for regualr Q3A.
Models to Quake 3 Arena?: Tutorial by Ben Moss has a lot of info on the support files needed to make Q3A models work.
Introduction to modelling using Milkshape 3D part 1: Beginner's Milkshape 3D Tutorial by Ben Moss.
Mesh Modeling All The Way: Mesh Modeling in 3DS Max by Claes Wikdahl, focusing on Mesh Smooth modifier.
Modelling a realistic weapon : MoRPHeuSS shows how to make a simple weapon model based on a weapon photo.
Low Polygon Modeling for 3D Computer Games: Modeling a Light Post with 3 Different Polygon Limits in 3D Studio MAX by Max Zeilke
Max Modeling Tutorials: These tend to be more general in nature, that is not game related.
LightWave Modeling Tutorials: Tutorials for modeling with the Lightwave tool.
Modeling in Max (some Max tricks too).: Some1 shows using Max to build a face with a lot of character.
Beginner-oriented MAX tutorial: NilreMK shows some of the basics in modelling with 3DS Max r4, but skips through some areas easy, so it's not a "for dummies" tut....
Modeling Tutorial in Maya: Undertow shows how to use the Maya tools to create a single mesh human figure.
Convert a Blender model into Milkshape or gmax: Polycount thread post by biotek detailing the process of converting a model made in Blender into other formats. Many link resources.
General Model Optimization & Skinmapping Tips: HyPer shows how to manually (and intelligently) reduce poly count on a model.
Timelapse Modeling: A number of modelers show how they work a model or part of a model
DL Bay Raitt's Time Lapse Box Modeling movie: Bay Raitt shows box modeling in Mirai in this .avi (very similar to working in Max).
More Bay Raitt Time Lapse videos: Short .gif file animations of modeling several subjects in Mirai. Similar to box modeling.
DL Modeling Anime-style head: Timelapse movie by Zytrox showing head modeling. Very large download. (40MB)

GMAX Specific Tools and Tutorials
DL-54K Skullbox's IK & FK setup example files: Two .gmax setups, one FK and one IK and animated walk cycle of the IK setup.

UVW Skin Mapping & Unwrapping Tools

Psionic's Milkshape 3D Tutorials: Tutorials on modeling and skinning in MS3D.Texporter: A 3Ds Max (r3 & r4) plugin that converts and exports model mapping coordinates into a bit map.
Chilliskinner: This is a UVW making tool for use with 3DS Max r2.5 through r4. Recent updated to version 3.0.1
LithUnWrap: A stand-alone unwrapping tool. Works with the file formats of many modeling programs. Tutorials on the site.
Alias/Wavefront Utility Markers: These textures have a tool-like quality to them. They are set up so as to aid aligning textures during mapping.

UVW Skin Mapping & Unwrapping Tutorials
Creating Skin Mesh Images for Q3:A With Milkshape OR NPherno's GL Viewer:Harlequin's tutorial for getting a mesh layout from an existing MD3 model.
Ishtar's Unwrapping Tutorial: Ishstar of Quarantine Mod uses 3DS Max, ChilliSkinner and Texporter in this step by step.
UVW Unwrap Tutorial: This one by Maverik uses texporter on weapon
Chilliskinner Tutorials: Intructions for unwrapping a variety of model types.
unwrap the mesh
Mapping with UVW Unwrap in 3dsMax:
Intoduction to modeling using Milkshape 3D part 2: Skinning: Ben Moss tutorial on creating a skin map using Milkshape 3D.
Bug Limb Tutorial: Dave King shows some texture unwrap techniques and goes into material creation (not entirely applicable to Q3A modeling).
Skinning a Realistic Weapon: MoRPHeuSS shows how he creates the map for a weapon skin.
UnWrap the Skin of Character Model: HyPer shows how to select pieces of a model for planar mapping.
Unwrap Tutorial-Advanced: HyPer Unwraps a more complicated model.
Rorshach on Proper Unwrapping: Rorshach uses before and after references to show good skin map layouts.

MD3 Exporting Tutorials
Exporting model to Q3A with q3data: Polycount tutorial explaining the export process.
Export using Pop'N Fresh and NPherno's MD3 Compiler: NilreMK shows how to use these two tools to export a model.
Exporting from 3DsMax/gmax to md3: maverik walks through exporting and correcting the export of an md3 made in gmax.
Mapping and Unwrapping in gmax: Lisa milan shows how to unwrap an aircraft model in gmax.

Animating Tools
Q3 Dopesheet: A spreadsheet form for those working on animation configs for Quake3 models.
Animation Master from Hash: This lower cost modeling and animating program can export DXF model formats and BVH animation files ... which should be able to be converted through other low cost programs.

Animating Tutorials
Walking the Walk: Paul Steed on creating a Walk Animation
Adjusting Your Biped: Paul Steed on adjusting biped form to fit model in Character Studio
Character Studio (part 2): Paul Steed, part 2 of biped tutorial
IK Blends in Character Studio
Bringing a Character to Life: Character studio tutorial
How to animate wings using Character Studio: SkullboX shows how to use "dummies" to add additional controls to the standar CS biped.
Animating Weapons: This is programming oriented tutorial on animating weapons in first person view.
Setting up a Q3A model with a 3DS Max biped: Paul steed shows an in-depth walkthrough on connecting and adjusting the biped model to a character.
Dragonknight walk cycle video: Magarnigal, the author of the quake2 quake3 Dragon Knight, shows how he animated the walk cycle for the quake3 version. (13.4 mg download ... Requires divx codec for display)
Rigging a Leg in gmax: Skullbox shows how it's done in this polycount forum post.
DL-10.1MBhttp://www.3dbuzz.com/downloads/Char_Rigging_7Min.avi: An .avi movie (with audio narration!) about doing IK rigging on a leg. Done in Maya, but probably relevant for 3DS Max too.

Skin Making Tools
Q3A Character Skin Meshes: This is a direct link to a download containing all the skin layouts for the original Quake III Arena id characters.
Team Arena Character Skin Meshes: This is a direct link to a download containing the James and Janet skin layouts and the layouts for the 11 TA head models.
The Gimp: Photoshop-like software, there's a Windows Version.
Java MD3 Model Viewer
SeeMD3 md3 model viewer: It is noted that this tool is not compatible with all Graphics cards.
Pakmover: A Pak file managining utility.
Q3ASE: The Q3A shader Editor. For making SFX happen on your skins.
Eternal Arena Mod: This mod is great for making model screenshots.
Intoduction to modeling using Milkshape 3D part 3: Animation: Ben Moss teaches animating in Milkshape 3D.
Texsynth: From Bert Peers, the guy who gave you Q3ASE, a utility that manipulates any texture into a tiling texture. Results will vary from texture to texture.
Color Schemer: An on-line (or downloadable) color-coordinating tool. Enter the RGB values of a color and it suggests coordinating colors.
qview: A model viewer for Quake engine models (quake, Q2, Q3A)

Skin Making Tutorials
Team Skins ... making the files work: Chemical Burn explains how to make team skin files work in Q3A v1.29h and up.
Quake 3 Voodoo - A Beginners Guide to Shaders: Harlequin walks the beginner through creating the scripts that are the core of Q3A's special effects department.
baneforge: Chemical Burn has tutes on Pakfile making, skin making, and creating an alpha channel.
Harelequin's qbranch: Harlequin shows how to set up a skin layout, create several texture effects, has one of the best shader tutorials, and has an avi of his work in action on painting a head model.
gameart
skintutor: Slaine focuses primarily on Q1 and Q2 model skin painting. Still, some good painting techniques here.
PC Resources for Photoshop: interesting photoshop tutorials and a lot of links.
Painting Hair: Bladekiller shows how she does hair.
Painting Armor: The king of Daveness shows how he paints body armor.
Bug Limb Tutorial: Dave King shows some texture unwrap techniques and goes into material creation (something not entirely applicable to Q3A modeling).
Skinning Visor: Rorshach discusses how to best work with the Visor model and mesh (from the original Q3Test).
Dark_Horizon video tutorial #1, tutorial #2, tutorial #3, tutorial #4, tutorial #5 : These five downloadable .avi files [not streaming video] show Dark_Horizon working on the face of his cacodemon skin. The files total about 130+ meg and the vids run about 9-10 minutes long. You will need the Techsmith's Camtasia Player codec to make the videos run.
Redlemons’ Paint Shop Pro tutorials: This is a nifty collection of how-to’s for painting Q3A appropriate game content using Paint Shop Pro v6.
Digital Painting: Darrel Pattenden shows how to creating an organized arrangement of layers for painting skin

General Painting Tutorials
DigitalFusion: A number of "special effects" techniques.
Orion net photoshop tutorials: A collection of fairly basic photoshop useage tutorials.
Adobe Photoshop- digital hair: Nuts and bolts tutorial on creating hair on photographs, including creating custom brushes.
dhaibih
3dpalette tutorials page: More general in nature
3dcafe
Redlemons’ Paint Shop Pro tutorials: This is a nifty collection of how-to’s for painting Q3A appropriate game content using Paint Shop Pro v6, including making Icons and some general skinning tips.
Wacom's Photoshop Tips: Some tips and tricks for doing some basic things with Photoshop.
Jim
from the Q3world I presume D:

imo -X- isn't a technically great skinner (his light-sources always seem a little random, head-on for some parts and other places for others D: ) but his skins do look good smile.gif
SnO0Py
EDIT: Nevermind, I found out how to do it.
Strider
this is exactly what i've been looking for.
thank you so much.
An_Experienced_Newbie
This... looks... WAY too complicated to make any models. I'd love to learn to make models but that looks way too hard to learn. Plus, I kind of don't wanna download EVERYTHING availible.

Can someone post a "starter kit" for first time modellers consisting of you are gonna need. I wanna learn to make my own models for NS btw.
Delarosa
QUOTE (An Experienced Newbie @ Jun 1 2003, 07:58 PM)
Can someone post a "starter kit" for first time modellers consisting of you are gonna need. I wanna learn to make my own models for NS btw.

i've been workin on that one... but it's nowhere near finished, if you wana give me your e-mail, i'll beta test the kit with you tounge.gif
Maus
Any ideas for what would go into such a pack? A quick brainstorm made me think of the following:

* studiomdl and kratisto's decompiler (and setup instructions as per this thread)
* beginners' tutorials (but for what - max, Milkshape?)
* maybe ask Chumbalum-Soft if it's okay to pack the trial version of Milkshape and HLMV in there too
* skeletons for NS models, perhaps

(and you can see things are getting a little sketchy here)

* sprwiz? sprview? - not really appropriate for a models pack
* The Gimp? - presumably most people have a paint package already

I think the difficult thing in a pack like this would be choosing which tutorials to include, if any.
Delarosa
QUOTE (Maus @ Jun 3 2003, 10:42 PM)
Any ideas for what would go into such a pack?

first off... it's not a "modeling" it's a "customizing" pack... so it's got close to everything you'll need...

chumbalum's demo is free to distribute... that's a must
HL Model Viewer... is a must
PakScape... is a must
spr wiz and spr view are also musts...
the gimp is stock (comes with free compiler so you can compile it yourself)
a renderer that somone gave me... it was free, so why not include it.
Lithunwrap is free, so i'll have to chack permissions on that, but it might be in there.

as for Tuts....
basics, like "how do i find a poly count"
how to i cilp edges off a box
and.. what is a back face and is it a problem

ust basics, so they can get started...

but as for the NS specifics...
straight Skeleton for HA (thank you whoever did them)
Exploding-Man
I need some help here. Im going kind of nuts because Im using G-Max and Im trying to apply scarecrows tutorial to GMax which obviously has a different GUI and layout. What do I do (there are various reasons Im using G-Max and not Milkshape or one of the other modeling tools IE Maya and the one Valve is now using are for post windows98 systems ( I have windows98) and my copy of milkshape which I neglected for the 30 day trial period it was on my HD can no longer save.
Maus
I've compiled the long and slightly confusing list of tutorial links in the main post into a website:

http://members.aol.com/handhyle/101index.html
Exploding-Man
Thankyou
Quaunaut
Bad news.

No sprite tutorials on Wavelength.

Anywhere else I could find?
CaLFiN
I'm having trouble getting the .smd files to open in 3dsm sad.gif

I got the .mdl convertor to work.

Then I downloaded MAX R4.x/R5 .SMD Exporter, I put it in my plugins folder and nothing. I tried to load it and it stays unloaded. I have a registered/authorised version of 3dsm5.

Please help sad.gif
Strider
forget it.
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