Models in Half-Life? Created 18 years ago2006-06-02 12:19:54 UTC by Fortran Fortran

Created 18 years ago2006-06-02 12:19:54 UTC by Fortran Fortran

Posted 18 years ago2006-06-02 12:19:54 UTC Post #183273
Hi Guys...have found plently of tut on the net about importing/exporting player models from Half-Life into MilkShape3D and back, but nothing is mentioned anywhere about moddeling & importing props made in MilkShape3D (or other 3d prog). Is the import of prop models allowed with the original HL engine? I see it mentioned in HL2 discussions but not HL1. If it is, are there any guides on polycount etc.
Posted 18 years ago2006-06-02 12:46:06 UTC Post #183285
Add an env_sprite in your map then change the name/sprite(w/e) models/-thenameofthemodel-.mdl
Posted 18 years ago2006-06-02 12:58:53 UTC Post #183290
Thanks man!!! Thats fantastic. Just 2 things.

1: Is there anyway to make env_sprite models solid? Although the name suggests otherwise lol. If not, I presume I could use a func_illusion on a box that is the same size as the model to make it appear as if it is solid (ie. player cannot walk through it)

2: Any idea if there are any tuts out there giving pointers to the amount of polys allowed for a HL prop model. Although, I presume because it is being imported via the env_sprite entity that it is actually an image of the model I am seeing rather than the actual model itself...therefore polycount should matter?

Anyway..thanks for the help again.
Posted 18 years ago2006-06-02 18:59:01 UTC Post #183351
Ok....managed to make it appear solid by shaping a brush roughly the same size as the model..then using func_wall and {blue texture. This is where I could really use Hammer3.5 so I could see the models when I build the solid bits!! Anybody here using 3.5 without any problems ?
Posted 18 years ago2006-06-02 19:38:31 UTC Post #183357
what? I had no idea you can use the sprite entity to display a model in game! WHAT THE HELL!

BTW, I'm using 3.5 with the spirit.fgd containing model support.
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Posted 18 years ago2006-06-02 19:45:44 UTC Post #183359
Probably doesn't matter, buy you can use the clip texture too. Using teh clip brush instead of BLUE rendered invisible may be better for two reasons I can think off:

1. Any transparancy in hl makes your map slower, and more unstable. I'm not sure if this applies to a brush rendered totally invisible though.

2. Clip-textured brushes decreases clipnodes. In other words, reduces the possible areas where the engine thinks the player can get to, resulting in better performance.
Posted 18 years ago2006-06-02 20:01:27 UTC Post #183366
Thanks Rowleybob...will def. bear that in mind. I read an article about it and it also mentioned the clip brush as well. However, the only major difference I could understand was, apart from better peformance (which is always the better option!), was that the clip brush would allow the player to shoot through the brush...so for example, if i were using the tool_box.mdl and the player decided to shoot at it, it would not appear solid, (ie. no sparks from the bullet) whereas using the invisible {blue texture you can shoot it. Although this might not be a justifiable cause to use the {blue texture in all cases, I think it is good for some.

However, another downside to this is that obviously, shooting the toolbox does not produce the sound that would normally occur from shooting a metal texture.
Posted 18 years ago2006-06-02 20:02:58 UTC Post #183367
Never thought of that!

Good point :P !
Posted 18 years ago2006-06-02 20:09:07 UTC Post #183373
:) I found it in an aritcle over at

http://collective.valve-erc.com/index.php?ent=monster_furniture

That article says you can use the monster_furniture entity to load models in the same way as env_sprite, except of course monster_furniture uses *.mdl extension as default instead of *.spr. However, I tried it and set the location of the model in exactly the same way as I had using env_sprite and it compiled with no problems...however, when loading the map in HL I got a fatal crash saying it could not find the model ??? (which was working fine with env_sprite!) So i went back to env_sprite again lol!! Apparently this is the stock method for importing models when mapping for CS anyway.
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