Model Hacker for HL1 Created 9 years ago2015-03-27 17:36:13 UTC by Half-Rats Half-Rats

Created 9 years ago2015-03-27 17:36:13 UTC by Half-Rats Half-Rats

Posted 9 years ago2015-03-27 17:36:13 UTC Post #325042
I wanted to avoid this, but, I think I'm going to need the talents of a modeler who is used to modeling for goldsource. I need some reskinning and hacking of a few models. Thankfully, I was only going to go for two weapons, five enemy types and a reskin of barney and a scientist. I tried decompiling and opening up models with the blender Valve tools, but, I'm just lost with the whole thing, haha. I gave it the college try but I blow at it, and I would like to focus on everything else. If you can help me, let me know. I can provide better details upon request.
Posted 9 years ago2015-03-27 18:31:35 UTC Post #325044
I have been doing a lot of modelling for GS recently.
What problems exactly are you running into?
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-03-27 18:40:20 UTC Post #325045
You and me are in a similar position haha. I'm going the route of trying to somehow use assets from other Valve games though.
Posted 9 years ago2015-03-27 20:02:24 UTC Post #325048
I would love for someone to make some models for me, actually. Or at least make some alongside me. Basically, just re-skinning existing models and AI. Or at the very least, some help in learning how to do that effectively. I would like to actually learn myself, but, I'd need someone to show me the ropes. Testu0, your tutorials on Youtube were good stuff, but I'll need to know how to model hack. When my mod is finished, I planned on releasing a huge, comprehensive tutorial on modding. A one-stop for setting things up. I'm just very weak when it comes to models and I would like some insight on how hacking is done so I can not only finish this mod of mine, but help out newcomers.
Posted 9 years ago2015-03-28 00:05:15 UTC Post #325057
Well, I want to modify the colt python from HL1 and re-texture it - including the hands. I opened up one of the .smd files and did that, but....do I have to do that to ALL of the .smd files? There doesn't appear to be a main one that dictates what the main model looks like. The model viewer is also not loading my worldmodels....starting to get flustered.
Posted 9 years ago2015-03-28 05:44:19 UTC Post #325062
If you just want to retexture the model, there's no need to decompile the .mdl files and edit the .smds.
There's a nice tutorial on the topic right here: http://twhl.info/tutorial.php?id=59
Also, most of the smds are animations files. The smd format is used for both polymeshes and skeletal animations. But the one containing the meshes is probably named something like "weapon_reference.smd" or something alike.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-28 06:53:51 UTC Post #325063
I need to change the shapes! Completely. I'm going to try again tomorrow. Thank you!
Posted 9 years ago2015-03-28 16:06:08 UTC Post #325072
you can decompile, import the mesh to blender, change and re-export.
You shouldn't need to change the skeleton or animations.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-03-28 16:41:41 UTC Post #325074
It's going to look weird, speed loading a Colt Single Action Army haha, but I have no choice....okay, so what I'm looking for is called "reference"? I didn't see anything like that and got a little nervous. Anyway, I'm diving in again. I'll hopefully have some shots...
Posted 9 years ago2015-03-29 18:18:05 UTC Post #325109
Posted 9 years ago2015-03-29 18:29:37 UTC Post #325110
So what are we looking at in that screenshot? I'm a little lost as far as details go.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-03-29 21:43:06 UTC Post #325118
Nothing! And that's good!
Posted 9 years ago2015-03-31 01:29:06 UTC Post #325135
Alright, I've begun attempting to change barney's look. Do I go for the Barney-x template_biped1.smd?

Made some changes to test...and upon compile I get this...Apparently I have three head bones...

/*
QC script generated by Half-Life MDL Decompiler 1.2
2003, Kratisto. Based on code from Valve's HL SDK.

barney.mdl

Original internal name:
"valve/models/barney.mdl"
*/

$modelname "barney.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0
$cliptotextures

$externaltextures

$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 63.000000

//reference mesh(es)
$body "studio" "BARNEY-X_Template_Biped1"

$bodygroup "gun"
{
studio "BARNEY-X_Template_Biped(Gun-Hlstr)1"
studio "BARNEY-X_Template_Biped(Gun)1"
blank
}

// 1 attachment(s)
$attachment 0 "Bip01 R Hand" 15.000000 3.500000 5.000000

// 2 bone controller(s)
$controller 0 "Bip01 Head" XR -60.000000 60.000000
$controller 4 "Bone05" ZR 0.000000 45.000000

// 21 hit box(es)
$hbox 3 "Bip01 Pelvis" -9.890000 -5.660000 -8.600000 2.940000 6.520000 6.790000
$hbox 6 "Bip01 L Leg" 0.000000 -5.920000 -4.000000 19.370001 3.780000 3.730000
$hbox 6 "Bip01 L Leg1" 0.000000 -5.690000 -3.620000 18.830000 3.070000 2.940000
$hbox 6 "Bip01 L Foot" 0.000000 -2.990000 -4.040000 6.420000 8.680000 1.610000
$hbox 7 "Bip01 R Leg" 0.000000 -5.930000 -3.870000 19.270000 3.750000 3.790000
$hbox 7 "Bip01 R Leg1" -0.330000 -5.730000 -2.980000 18.950001 2.960000 3.190000
$hbox 7 "Bip01 R Foot" 0.000000 -3.240000 -2.320000 6.210000 8.440000 3.280000
$hbox 3 "Bip01 Spine" 0.000000 -4.890000 -6.970000 8.370000 8.000000 6.730000
$hbox 2 "Bip01 Spine2" 0.000000 -3.460000 -8.320000 6.110000 8.000000 7.530000
$hbox 2 "Bip01 Spine3" -1.000000 -5.990000 -8.220000 5.960000 8.000000 8.480000
$hbox 4 "Bip01 L Arm" -0.400000 -4.180000 0.000000 7.200000 4.750000 4.200000
$hbox 4 "Bip01 L Arm1" -2.520000 -4.570000 -3.920000 9.860000 2.280000 3.430000
$hbox 4 "Bip01 L Arm2" 0.000000 -2.850000 -2.080000 11.900000 2.850000 2.750000
$hbox 4 "Bip01 L Hand" 0.000000 -1.320000 -2.290000 4.660000 2.600000 1.650000
$hbox 5 "Bip01 R Arm" 0.000000 -4.150000 -4.190000 7.530000 4.120000 4.240000
$hbox 5 "Bip01 R Arm1" -2.690000 -4.650000 -3.420000 9.470000 2.280000 3.760000
$hbox 5 "Bip01 R Arm2" 0.000000 -2.730000 -2.560000 11.000000 3.140000 2.190000
$hbox 5 "Bip01 R Hand" 0.000000 -1.320000 -2.910000 10.380000 3.230000 4.000000
$hbox 1 "Bip01 Head" -0.660000 2.250000 -4.240000 6.000000 7.970000 3.630000
$hbox 10 "Bip01 Head" -0.660000 -4.250000 -5.240000 6.000000 2.250000 4.630000
$hbox 10 "Bip01 Head" 6.000000 -4.250000 -5.240000 11.190000 7.970000 4.630000

$sequencegroupsize 64

// 71 animation sequence(s)
$sequence "idle1" "idle1" fps 15 loop ACT_IDLE 50
$sequence "idle2" "idle2" fps 15 ACT_IDLE 1
$sequence "idle3" "idle3" fps 15 ACT_IDLE 1
$sequence "idle4" "idle4" fps 12 ACT_IDLE 10
$sequence "walk" "walk" LX fps 30 loop ACT_WALK 1 { event 1004 3 "common/npc_step1.wav" } { event 1004 18 "common/npc_step3.wav" }
$sequence "run" "run" LX fps 25 loop ACT_RUN 1 { event 1004 5 "common/npc_step2.wav" } { event 1004 13 "common/npc_step4.wav" }
$sequence "shootgun" "shootgun_blend1" "shootgun_blend2" blend XR -50 50 fps 25 ACT_RANGE_ATTACK1 1 { event 5001 0 "21" } { event 3 0 }
$sequence "shootgun2" "shootgun2_blend1" "shootgun2_blend2" blend XR -50 50 fps 40 ACT_RANGE_ATTACK1 2 { event 5001 0 "21" } { event 3 0 }
$sequence "draw" "draw" fps 20 ACT_ARM 1 { event 2 7 }
$sequence "disarm" "disarm" fps 10 ACT_DISARM 1 { event 4 15 }
$sequence "reload" "reload" fps 15 ACT_RELOAD 1
$sequence "turnleft" "turnleft" fps 15 ACT_TURN_LEFT 1
$sequence "turnright" "turnright" fps 15 ACT_TURN_RIGHT 1
$sequence "laflinch" "laflinch" fps 16 ACT_FLINCH_LEFTARM 1
$sequence "raflinch" "raflinch" fps 16 ACT_FLINCH_RIGHTARM 1
$sequence "llflinch" "llflinch" fps 20 ACT_FLINCH_LEFTLEG 1
$sequence "rlflinch" "rlflinch" fps 20 ACT_FLINCH_RIGHTLEG 1
$sequence "smlflinch" "smlflinch" fps 30 ACT_SMALL_FLINCH 1
$sequence "cower_stand" "cower_stand" fps 14
$sequence "locked_door" "locked_door" fps 28 loop
$sequence "fall_loop" "fall_loop" fps 28 loop
$sequence "barn_wave" "barn_wave" fps 22
$sequence "beat_grunt" "beat_grunt" fps 14
$sequence "beat_gruntidle" "beat_gruntidle" fps 14 loop
$sequence "flashlight" "flashlight" fps 14 loop { event 1004 5 "*buttons/latchunlocked2.wav" }
$sequence "diesimple" "diesimple" X fps 15 ACT_DIE_HEADSHOT 1 { event 2001 5 }
$sequence "dieviolent" "dieviolent" X fps 20 ACT_DIE_HEADSHOT 1 { event 2001 10 }
$sequence "diegutshot" "diegutshot" fps 15 ACT_DIE_GUTSHOT 1 { event 2001 33 }
$sequence "dieforward" "dieforward" X fps 18 ACT_DIEFORWARD 1 { event 2001 8 }
$sequence "diebackward" "diebackward" X fps 15 ACT_DIEBACKWARD 1 { event 2001 19 }
$sequence "diecrump" "diecrump" X fps 18 ACT_DIESIMPLE 2 { event 2001 13 }
$sequence "barnaclehit" "barnaclehit" fps 15 ACT_BARNACLE_HIT 1
$sequence "barnaclepull" "barnaclepull" fps 45 loop ACT_BARNACLE_PULL 1
$sequence "barnaclecrunch" "barnaclecrunch" fps 5 ACT_BARNACLE_CHOMP 1
$sequence "barnaclechew" "barnaclechew" fps 5 loop ACT_BARNACLE_CHEW 1
$sequence "lying_on_back" "lying_on_back" fps 1
$sequence "lying_on_side" "lying_on_side" fps 1
$sequence "lying_on_stomach" "lying_on_stomach" fps 1
$sequence "stuffed_in_vent" "stuffed_in_vent" fps 1
$sequence "standing_idle" "standing_idle" fps 15 loop
$sequence "cprbarney" "cprbarney" fps 20 loop
$sequence "cprbarneyrevive" "cprbarneyrevive" fps 20
$sequence "barney_dragvent" "barney_dragvent" fps 15 { event 1000 1 }
$sequence "dying_barney" "dying_barney" fps 18 { event 1000 1 }
$sequence "dying_barneyidle" "dying_barneyidle" fps 12 loop
$sequence "dying_friend" "dying_friend" fps 18
$sequence "dying_friendidle" "dying_friendidle" fps 12 loop
$sequence "c1a3_bidle" "c1a3_bidle" AX AY AZR fps 3
$sequence "c1a3_ventb" "c1a3_ventb" AX AY AZR fps 18 { event 1000 1 }
$sequence "c1a3_emergeidle" "c1a3_emergeidle" AX AY AZR fps 16 loop
$sequence "c1a3_emerge" "c1a3_emerge" AX AY AZR fps 16 { event 1000 1 }
$sequence "haulbarney" "haulbarney" AX AY AZR fps 18 { event 1000 1 }
$sequence "intropush" "intropush" fps 16 {
{ event 1004 15 "*buttons/blip1.wav" }
{ event 1004 24 "*buttons/blip1.wav" }
{ event 1004 34 "*buttons/blip1.wav" }
{ event 1004 44 "*buttons/blip1.wav" }
}
$sequence "fence" "fence" AX AY AZR fps 24 {
{ event 1000 70 }
{ event 1003 70 "lightning" }
{ event 1001 70 }
{ event 1004 72 "weapons/electro4.wav" }
{ event 1008 100 "barney/ba_pain2.wav" }
}
$sequence "sit1" "sit1" fps 20 loop { event 1003 50 "introchair" } { event 1003 102 "introchair" }
$sequence "almostidle" "almostidle" fps 16 loop
$sequence "almost" "almost" fps 26 { event 1000 1 }
$sequence "laseridle" "laseridle" fps 6
$sequence "laser_top" "laser_top" fps 6 { event 1000 0 }
$sequence "laser_bottom" "laser_bottom" fps 6 { event 1000 0 }
$sequence "barneyfallidle" "barneyfallidle" fps 33 loop
$sequence "barneyfall" "barneyfall" fps 32 {
{ event 1000 1 }
{ event 1008 2 "barney/ba_pain1.wav" }
{ event 1008 24 "barney/ba_pain2.wav" }
{ event 1003 55 "bsplat" }
{ event 1008 55 "debris/bustflesh1.wav" }
}
$sequence "c3a2_draw" "c3a2_draw" fps 16 { event 2 13 }
$sequence "unlatch" "unlatch" fps 12 { event 1003 7 "barney_door_lock" }
$sequence "retina" "retina" fps 20
$sequence "relaxstand" "relaxstand" fps 10 loop
$sequence "assassinated" "assassinated" X fps 18 {
{ event 1000 1 }
{ event 1003 1 "blood1" }
{ event 1003 2 "blood2" }
}
$sequence "trackswitch" "trackswitch" fps 22 { event 1003 14 "trainarmswitch" }
$sequence "pepsiswing" "pepsiswing" fps 25 { event 1003 1 "die" } { event 1003 8 "swing" }
$sequence "pepsipush" "pepsipush" fps 18 { event 1003 51 "topple" } { event 1003 90 "horror" }
$sequence "buttonpush" "buttonpush" fps 20 { event 1003 7 "button" }

// End of QC script.

Error: unknown bonecontroller link 'Bip01 Head'
Posted 9 years ago2015-03-31 02:10:14 UTC Post #325138
DISREGARD THIS. Posting another thread....ugh. Sorry, everyone.
You must be logged in to post a response.