Posted 20 years ago2004-01-27 06:22:35 UTCPost #14071
Vassy's tutorial shows how to achieve new models using milkshape. Now does anyone know how to do it with Studio Max 6? I'm guessing a plug-in is needed, however which one and where can I get it from? If anyone knows or has the plugin please reply or email me (check my profile)
Posted 20 years ago2004-01-28 01:18:07 UTCPost #14160
You shouldn't need a plugin for a mdl file because 3DSMax6 will import mdl's. Problem with 3DS that I see is that it uses alot more poly's than hl can handle. I tried making a model with poser and imported it into MS but didn't work out. Too many Poly's. Most of HL's models are low poly which is why they look blocky.
Posted 20 years ago2004-01-28 04:05:19 UTCPost #14170
I couldn't get it to import the models. File-Import right? Well *.mdl is not a file type that 3d stdio max 6 can import apparently...if you select "All Files" and try to import it comes up saying "No appropriate import module found". Is there something im doing wrong? Please help...btw Dizzy the tutorials u found are gr8, slightly outdated but still quite usuable...i can make simple stuff now!
Posted 20 years ago2004-01-30 04:47:28 UTCPost #14425
ok i want to look at the hl models in 3d max 6 and edit them etc as shown in Vassy's tut. However 3D Studio Max version 6 will not import .mdl files. I'm guessing some sort of plugin is needed (btw the plugin that comes with the HL SDK does NOT work unless I've made an error somewhere). Anywho, unless im doing something wrong I need a plugin for 3D Studio Max 6 (version is important cause old ones don't work).
Posted 20 years ago2004-02-10 01:54:39 UTCPost #15884
btw... i dont believe anything can "Import" a .mdl file except the HL engine.... u need to decompile the .mdl file to get the smd's for the animation and the model base itself... then you need to import the HL-SMD file into whetever editing program you want... you will also get a .qc file... dont lose that, as you will need it to recompile the smd's into the new mdl file... just remember this one key aspect of modeling... the skeletons in the base smd.. the actual model... and the skeletons in the animation smd's... must match exactly... that means the skeletal heiarchy (SP?) and the joint names etc... if that doesnt make sense... check some tutorials... if that still doesnt make sense... u prolly shouldnt mess with the modeling... cuz they'll end up looking really funky when you get them into cs... and the animation wont work well...
Posted 20 years ago2004-02-14 10:28:54 UTCPost #16163
All sounds interesting.. damn if thats right about too much info or polys using 3D Max cause I got it, finally. Perhaps it can be configured to be compatible as far as poly thingos are concerened. Any way be interested to hear how you go once u finally get it into 3D Max.