Goldsrc tree models Created 8 years ago2015-11-01 13:19:29 UTC by Yashka Yashka

Created 8 years ago2015-11-01 13:19:29 UTC by Yashka Yashka

Posted 8 years ago2015-11-01 13:19:29 UTC Post #327375
Greetings! I have been looking into some free 3d tree models and found a way to successfully import them in the game as .mdl files, and they work ok with the exception of one thing - the texture for the bark seems to be ok near the start of the trunk, but later on at the branches it is very stretched out and looks pretty ugly. Any idea on how to fix it?

One other thing that puzzled me is when I was converting the branch textures (for the finer parts that can't be a solid part of the model) to 8-bit BMP versions, the transparency on one of the textures worked perfectly, (I used Jed's HL model viewer) while the other one didn't work, although both backgrounds were just white and didn't have any differences.
Posted 8 years ago2015-11-01 13:35:24 UTC Post #327376
If you texture is stretched you have to edit texture's UVs, to make them proportional to the parts of bark.

Transparency is determined by palette - a last color (255) is transparent (no matter what is this color exactly in RGB), as far as I can remember.
Posted 8 years ago2015-11-01 13:50:07 UTC Post #327377
Wow, I was expecting to wait a day or so for an answer. :D That was fast!
I will certainly look into the texture's UVs, thanks!
Yes, I know, but AFAIK in Jed's HLMV a complete white (255,255,255) will be made transparent after a certain option is ticked, yet it didn't work for the one of the textures.

Thanks again!
Posted 8 years ago2015-11-01 19:41:09 UTC Post #327380
Greetings again!

I looked into UV mapping but I am completely new to editing models and have no idea how to fix it. I am using kHED to export models to .mdl and Jed's HLMV to turn on transparency for the branch textures.

Anyone able to help?
Posted 8 years ago2015-11-02 16:47:38 UTC Post #327392
In kHED you should load a model, then select a part of model or a whole model by triangle/polygon/group selection tool, then press "UV" button and open an UV Editor. Then just move UV coordinates for any texture as you wish. But beware, because kHED can't save model animations and skeleton, so you can use it mostly for simple static models.
Posted 8 years ago2015-11-02 17:42:38 UTC Post #327394
Yes, I've figured that out so far but what puzzles me is that in kHED the texture seems perfectly normal yet when viewed with Jed's HLMV or in-game it is distorted and streched. In the UV editor the UV for the strechted out part seems to be out of the texture (if you can say so), yet when i squeeze it back into it by resizing it the same texture streching happens in kHED, and it still remains in Goldsrc.

Not sure if there's a solution for this, but it'd be sad if there isn't, those tree models are pretty vital to my map. :/
Posted 8 years ago2015-11-02 21:34:13 UTC Post #327395
UV parts out of texture will look stretched for HL models. You should check UVs more carefully. You can select those polygons which have stretched texture (not the whole model) and look for their UVs.
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