Modelling / Coding for CS Created 17 years ago2007-02-18 07:43:09 UTC by Slaughter King Slaughter King

Created 17 years ago2007-02-18 07:43:09 UTC by Slaughter King Slaughter King

Posted 17 years ago2007-02-18 07:43:09 UTC Post #212840
Hello :)

Could anyone point me in the direction to start to learn modelling and coding for Counter Strike / Condition Zero if possible ?

Thanks in advance
Posted 17 years ago2007-02-18 07:45:40 UTC Post #212841
No, but I could point you away from coding. There simply isn't any to be done for Counter Strike. The source code for it was never released, so there's nothing you can do.

But as far as modeling goes, I could only tell you to use Milkshape 3D.
Posted 17 years ago2007-02-18 07:52:24 UTC Post #212845
Ok, thanks Srry
Posted 17 years ago2007-02-18 08:04:50 UTC Post #212847
Milkshape is probalby the easiest to export/compile, is the cheapest, and has lots of support in terms of tutorials specificly for Half-Life.

I like 3ds Max because you can select verticies in the 3d view, and I like the interface better. As soon as I get familair enough with it to feel comfortable, I plan on making a tutorial for Your first 3ds Max model for Half-Life.
Posted 17 years ago2007-02-18 08:05:43 UTC Post #212848
And remember, modeling for CS is really just modeling for Goldsource. All the file types are interchangeable between HL mods. So if you make a prop for CS, it could be used in any mod, although the scale might be a tad off.
Posted 17 years ago2007-02-18 08:21:41 UTC Post #212851
Thanks Srry and RowleyBob for this information :)
Posted 17 years ago2007-02-18 08:28:29 UTC Post #212853
Any ideas how i could Re-Skin a model, for example a hostage model with my own texture ?
Posted 17 years ago2007-02-18 08:39:26 UTC Post #212854
All you need is Jed's HLMV, a model decompiler, and a model compiler. All of which are free, here.

Scroll down untill you reach the modeling tools and download both studiomdl.exe and mdldec12.zip. After that go head and open Jed's HLMV and go to tool>configure tools to set up the paths to the model deocmpiler and compiler. After decompiling the model you'll be left with the textures, animations, references, and qc file. Now all you need for converting a model is the qc file. Open it with notepad or something and just rearrange the animation sequences so that they match the model that you want to convert it to. After that just recompile it and you've got a compatable model. I'm assuming you've never done this before. Its probably going to seem a little tricky at first but its extremely easy to pick up on and EXTREMELY useful. Trust me, you'll be doing this a lot now that you know how to do it. Its usefull to have Milkshape anyway, though, because the compiling tools for Milkshape actually tell you what goes wrong if the compile doesn't work.
Also, here's a fun fact: Models with the same bone set can actually be mixed and matched with other models that use the same bones. 99% of the time an animator will use his/her own bone set, but will always use the same one. You can figure this out on your own, but its mainly usefull for swapping out arms(usually some other arms with CZ arms).
(From a PM World Crafter sent me, which I saved :) )
Posted 17 years ago2007-02-18 08:49:27 UTC Post #212856
Thanks alot RowleyBob, and World Crafter :)
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