max => smd => mdl Created 19 years ago2005-08-26 16:23:13 UTC by J.C J.C

Created 19 years ago2005-08-26 16:23:13 UTC by J.C J.C

Posted 19 years ago2005-08-26 16:23:13 UTC Post #130027
did somebody here already made HL1 models using 3DSmax ?

I am trying for some days, but keep on failing no matter how I am doing ...
1?) I am doing a basic brush on 3DS : the .max file size = 130 Kos
2?) I am exporting it into "Valve SMD" : the .smd file size = 20 Kos
3?) I am doing a basic texture : the .bmp file size = 5 Kos
4?) I am compiling the smd file with "studiomdl.exe", and the mdl file size is ... 384 bytes :| ...

> I tried with 256x256 and 64x64 textures,

> I tried with bmp and tga formats,

> I tried with basic mapping or with UV settings,

> I tried editing the .qc and .smd files ...

that f#####g converter keeps on don't giving a fuck about all changes I try and releasing null files ...

Would there be somebody here experienced and nice enough to tell me what is wrong in this process ? :)

I cannot even make the simpliest box as a model, that's really frustrating :| ...
Posted 19 years ago2005-08-26 16:39:44 UTC Post #130029
Is your .bmp file 8bit(256 colours), if not the compiler will give you a error.
Posted 19 years ago2005-08-26 16:52:08 UTC Post #130033
J.C., remember ko in French = kB in English (lower-case 'k', upper-case 'B'). Bytes, not ocets ? although your way is more accurate :).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-08-26 17:01:56 UTC Post #130038
oh yeah I forgot : it's kb or something, well what I mean is that the final file can not contains the datas it is supposed to.

and yes I tried with 256 colors bitmaps, and no I never got any error message : everything is fine, until I am checking ingame ...
Posted 19 years ago2005-08-26 17:03:44 UTC Post #130039
Do you have a reference, and a idle.smd?

And do they contain bones on the same place?
Posted 19 years ago2005-08-26 17:07:54 UTC Post #130043
w00t w00t w00t, JC the wc3 freak is back O.O
Posted 19 years ago2005-08-26 17:24:12 UTC Post #130049
why "back" ? I never went :| ...
Do you have a reference, and a idle.smd?
this is a good question :)

well, no ... I mean, how to make a "reference" idle.smd ? :confused: I know when I am about to export, I have the choice between "skeletal animation" and "reference frame", but as I am not planning to make any animated models (I would already be really happy to make a f#ck#ng cube model ingame), I only used "reference frame" :| ...

EDIT : thanks for these first replies.
here is my current process :
http://www.ideaseed.net/public/HLmodel/
(from max file to mdl file)

I never used this converter, I never succeeded to make a model for HL1, but as I am using 3DSmax (5.0) for years, and as my current CS 1.6 map project could need some home-made models, I decided to make them, but never expected it could be so ##### ####### to make some packs of boxes ingame :| ...
Posted 19 years ago2005-08-26 17:34:53 UTC Post #130055
You need 2 .smd for any model, one is called the reference.smd, this is where the model will load its data from(texture mapping, polygons, vertexes etc.), the other ones are animation and only a bone set-up, if im right the rest is ignored.

So in any given model you can have 2 identical files with different names, they also need different export properties, one as animation and one as a reference.
Posted 19 years ago2005-08-26 17:39:04 UTC Post #130057
Do you mean I really need to create a model with bones (which I already tried), even if I am not planning to animate it (I just would like to model grids, pipes and rocks), and name the smd file "reference" and nothing else ?

Ok I am trying that right now ...

EDIT : how well lol, what am I supposed to include in that "reference" file ? how am I supposed to do it ?...
Posted 19 years ago2005-08-26 17:40:39 UTC Post #130059
Dont forget to export it as a reference, and then as a animation.

Obviously you only need one bone/joint.
Posted 19 years ago2005-08-26 17:42:17 UTC Post #130060
I ... I don't get it : what's the point of saving and compiling twice the same file ? I think I missed something :| ...
Posted 19 years ago2005-08-26 17:43:14 UTC Post #130061
You define both in the .qc file, the reference under the reference tag and the idle under the animation, obviously saving as a .smd isnt compiling anythin.
Posted 19 years ago2005-08-26 17:45:03 UTC Post #130062
omg I cannot believe it is so complicated to export a simple cube :| ...

is the .qc supposed to have a specifical name ?

I am trying that.

(I added you on my MSN by the way :) )

EDIT : what am I supposed to do with all those files now ?
Posted 19 years ago2005-08-26 17:46:26 UTC Post #130063
Alright, post up your .qc file here, then il see if i can help you. Its easier talking if im able to look at what you got.
Posted 19 years ago2005-08-26 17:48:03 UTC Post #130064
everything is here :)

http://www.ideaseed.net/public/HLmodel/

EDIT : by the way, is "mdldec.exe" essential to compile models ? I don't have it actually ...
Posted 19 years ago2005-08-26 17:56:11 UTC Post #130069
/ sequences: all sequences are in $cd / toutes les sequences du model
$sequence seq-name "sequence" loop fps 30 ACT_IDLE 1

Put in the "sequence" your idle smd, or simply idle

{
studio "."

studio "." And there your reference .smd on the . spot between the quotation marks.

Hope this helps a bit.
Posted 19 years ago2005-08-26 18:03:20 UTC Post #130073
I am sorry, maybe I am not good at all for mapping and modeling and such, but I don't clearly understand what you are suggesting to me :|

do you want to have this :

// sequences: all sequences are in $cd
$sequence seq-name "reference.smd" loop fps 30 ACT_IDLE 1


or that

// sequences: all sequences are in $cd
studio "reference.smd"


or that ?

$sequence seq-name "sequence" loop fps 30 ACT_IDLE 1
studio "reference.smd"
Posted 19 years ago2005-08-26 18:11:34 UTC Post #130077
This:

// sequences: all sequences are in $cd
$sequence seq-name "idle" loop fps 30 ACT_IDLE 1


The idle i put in referes the the idle.smd, smd isnt neccesary since it only reads .smd files.

// bodygroups: use relative path from $cd
$bodygroup body
{
studio "reference"
}


in the second one i removed all of the comments in french, someping about a p-228
Posted 19 years ago2005-08-26 18:20:56 UTC Post #130082
what about that ?

$modelname "test.mdl"

$cd "./sequence.smd"
$cd "./reference.smd"

$cdtexture "./bleugris.bmp"
$cliptotextures

$scale 1.0

$bodygroup body
{
studio "reference"
}

$sequence seq-name "idle" loop fps 30 ACT_IDLE 1


it keeps on endlessly doing the same empty 0.348 kb file ...
Posted 19 years ago2005-08-26 21:52:32 UTC Post #130123
Your smd files call for a texture named null.bmp, not bleugris.bmp.

Except for the wrong texture name, the smd file looks okay.
Posted 19 years ago2005-08-27 04:12:04 UTC Post #130163
Yeah, though i always use milkshape to compile, saves me creating the qc file.
Posted 19 years ago2005-08-27 04:42:47 UTC Post #130170
i always use milkshape to compile, saves me creating the qc file.
I tried milkshape (again) and it needed the qc file to compile ...
Your smd files call for a texture named null.bmp, not bleugris.bmp.
the exporter always change the original texture used for this one, and the compilation always fail no matter I edit the smd file or not ...
Except for the wrong texture name, the smd file looks okay.
it keeps on endlessly doing the same empty 0.348 kb file ...
Omg is there still left on earth an only guy or webpage to teach me how to make a freaking cube model ? I don't find anybody on forums to tell me what's wrong with my process, and all my google search lead to that f#ck#ng HL2 that doesn't run on my comp or on old HL1 dead links. I CANNOT believe it's so complicated to do a f#ck#ng 6 faces basic model !! I need ==> two <== seconds to do it in 3DSmax, and am actually about a week now to compile it into a ##### HL1 model :nervous: ...

those Valve coders are real nubs seriously : I cannot believe there is no "preset" or "compile helper" or something for non-animated basic models, I just need a grid, two pipes, a barrel and two or three plants, I could be able able to make them within two or three hours in 3DSmax,but won't be able to do them just because those exporters/converters are total shit ...

the mdl file is still the same : please tell me what I am supposed to do with all these files, do you have 5 minutes free time to test these files yourself and tell me what's wrong ? Is there somebody here who already did HL1 models from 3DSmax ? even a ###### cube !!

EDIT : why it's not possible to open smd files in the model viewer by the way ? the reference file is supposed to contains all 3D datas all the same ...
Posted 19 years ago2005-08-27 06:03:44 UTC Post #130177
Im afraid im unable to help you with that.
Posted 19 years ago2005-08-27 08:01:29 UTC Post #130189
I DID IT !!!
I DID IT YEAAAAHH !!

OMG WTF I FINALLY SUCCEEDED TO BUILD THAT UBERAWESOME 12 FACES GRID !!!

MUHAHHAAHAHAA !!
:badass:

what did I do ? well, I just ... written a bat file :roll: ...
Posted 19 years ago2005-08-27 10:23:16 UTC Post #130203
well, now I ... how to say ... ok that's fine I have my own models ingame that's cool but ... well, is there any way to apply a "scale" setting on them, as you can do with standard sprites ? : ...
Posted 19 years ago2005-08-27 13:20:57 UTC Post #130237
To change the scale of the model itself, change the

$scale

line in the qc file and recompile.
Posted 19 years ago2005-08-27 13:40:04 UTC Post #130242
yes I know, I just thought it was possible, from a basic single model, to have different versions ingame (larger, smaller, stretched etc) : in this case, I did a basic grid, that is supposed to "fill" some (sewers) holes in my map, but as all holes don't have the same exact size, I thought it was possible to resize and modify the model as I am doing with standard brushes, but finally I realize these are the holes I have to resize :) ...
Posted 19 years ago2005-08-27 14:16:03 UTC Post #130250
nice to see it works! I was just about to try it myself and i'd thaught id check the forums :) .
Posted 19 years ago2005-08-27 17:40:09 UTC Post #130314
What I was doing until now was to slide the smd file on the exe one, which open a dos window within less than one second, then for some reason, maybe after our MSN chat, I took another look on the documentations files, and read "command line", then I thought "mmh, I should try with a bat file", I did, and let there be light : the dos window opened but didn't closed, and told to me what's wrong, and after some failures I finally succeded to compile a model file that is working on model viewer and HL :) ...
Posted 19 years ago2005-08-27 17:42:33 UTC Post #130315
Nice:)
Posted 19 years ago2005-08-27 17:47:22 UTC Post #130318
I can manage to do anything in life, I just need somebody to tell me how to do the first step, and some time and luck ...

Thanks for your support : without your advices, I may still be searching right now :)
You must be logged in to post a response.