Want To Make Models, Skins, Or Sprites?

MausMaus Join Date: 2002-11-03 Member: 5599Members
<div class="IPBDescription">Start here for Information</div> A couple of important things before we begin:

<u><b>(1) Back up your files</b></u>
Before downloading anything from these forums, please <b>back up your files</b>. Its a good idea to copy your entire Models, Sprites, and Sounds directories. The more advanced people out there might wanna do it the elegant way and create a pak0.pak with all this stuff in it. <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=53884' target='_blank'>Here</a> is Insanity~Gizmo's guide to doing just that.

If you lose a file because you forgot to back it up, first ask the nearest person to kick you in the nuts. Then DO NOT post a thread asking for the model (it just annoys everyone). Simply join a NS server. If you are missing a required file, the server will automatically send it to you. Problem solved, many flames saved.

<u><b>(2) How to preview what you download</b></u>
<a href='http://www.swissquake.ch/chumbalum-soft/hlmv/index.html' target='_blank'>Half Life Model Viewer</a> ? lets you look at the model in windows, check out its animations, skin, any extras like jetpacks, &c. Once you have it, associate MDL files with HLMV so you can open them easily from explorer. If you've never done this before, simply double click an MDL file in explorer, select "Other" and browse to wherever you installed HLMV.
<a href='http://www.valve-erc.com/files/resources/sprview.zip' target='_blank'>Sprite View</a> ? lets you look at sprites, naturally. Again, it's useful to associate it with sprite files like HLMV and models.

<b><u>MODELLING 101</b></u>

<b><span style='color:red'>First things first: <a href='http://members.shaw.ca/darkcyde0x00/Modeling%20for%20Half-Life.zip' target='_blank'>Valve's Modeling Tutorial</a> - The definitive reference. Valve distributed this as part of the HL SDK. At first glance it's geared towards 3DSMax users, but contains invaluable information no matter what modelling package you use. Since many people don't bother downloading the entire SDK to get it, DarKcyde hosted the file himself. This is the single most important resource in this entire thread! Get it! RTFM!</span> </b>

Some quick notes:
-HalfLife models are in MDL format.
-You cannot load MDL's into Milkshape or Max, but there are model viewers that can look at (not edit) them.
-Models are composed of Reference SMD's (the mesh itself) and Animation SMD's (uh... the animations).
-Skins are 256 color (8-bit) BMP's, each with their own pallette.
-Skins have a practical maximum resolution of 512x512. These are sometimes called High-res skins.

<b><u>De-Compiling Models</b></u>
Before you can edit anything, you're going to need to decompile the models.

Milkshape has a built-in decompiler, but it is far from perfect. Recent versions have started using Kratisto's Decompiler, which is far superior. For those who have been around for a while, weapons don't have to be re-origined if done with Kratisto's decompiler. The nice thing about Kratisto's Decompiler is he has released it in EXE format, so decompiling is no longer tied to Milkshape alone (MAX users rejoice). Mdldec.exe is a DOS program. If you click it in windows, nothing will happen (until you set it up, see below). I suggest placing this (and other related tools) in a \bin directory in your half-life folder. For the clueless, thats C:\Sierra\Half-life\bin

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The Decompiler and Compiler are attached to this post. If anyone wants to mirror them please do, because I don't know how long the forum keeps attachments.

Steps to take so you can right-click MDL files to decompile them:

1. Create a .BAT file in the same directory as mdldec.exe. For convenience, call it mdldec.bat. I will use example paths throughout this tutorial, you MUST make sure your paths point to where ever you put the files. You can create BAT files with notepad. Your BAT must contain these commands:
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->C:\Sierra\Half-life\bin\mdldec.exe %1
pause<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
-if you put the decompiler exe in a different location, simply point this command there instead
2. In explorer, select Tools->Folder Options, File Types tab. Scroll down to the MDL entry, which should say "Opens with HLMV" by now.
3. Click "Edit..."
4. Click "New..."
5. Action: Decompile Application: C:\Sierra\Half-life\bin\mdldec.bat
6. "OK" "OK" "OK"
7. Right-click MDL files and select Decompile to decompile them. Its a good idea to stick them in an empty subdirectory when doing this, as it can generate a LOT of files (especially player models).

<b><u>Compiling Models</b></u>
So you've got a shiny new model. Now you have to compile it into an MDL so you can share your creation with the rest of us. If you've got this far, I hope you've read Valve's manual, cuz I'm not gonna tell you what needs to go into a model. I <i>will</i> tell you how to get it compiled though.

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Models are compiled with a program called Studiomdl.exe. Milkshape has a built-in version, but it will NOT always compile player models (they can have too many animations, though NS models are fine ... for now). Studiomdl.exe, another DOS program, is better than Milkshape so we'll go through the setup process again.

Steps to compile by right-clicking QC files:

1. Create a .BAT file in the same directory as studiomdl.exe. Studiomdl.bat works nice. Put these commands in your BAT:
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->C:\Sierra\Half-life\bin\studiomdl.exe %1
pause<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
-if you put the compiler exe in a different location, simply point this command there instead
2. In explorer, select Tools->Folder Options, File Types tab. Scroll down to the QC entry, which should say "Opens with Notepad" by now. If you don't have QC's in there yet, double click one and associate it with notepad.
3. Click "Edit..."
4. Click "New..."
5. Action: Compile Application: C:\Sierra\Half-life\bin\studiomdl.bat
6. "OK" "OK" "OK"
7. When ready to compile, simply right-click your QC in explorer.


<b><u>FAQ</b></u>

<b>Q: How do I create ironsights, shoulder views, or other-wise reposition a v_model?</b>
A: This is done by using $origin in your QC file at compile time. Place it near the top of your QC file, before the $sequences.
FORMAT: <b>$origin X Y Z</b>
<i>X is left/right.</i> Positive values move to the right.
<i>Y is in/out.</i> Positive values move out, away from you.
<i>Z is up/down.</i> Positive values move down.

Weapons decompiled with Milkshape's old tool should start with an origin of 0 -25 0, and tweak from there.

<b>Q: What are the T models (ie. w_hmgT.mdl), and why can't I open them?</b>
A: T models contain only the texture (skin) for the model. They are part of the same model, so don't separate them. They are created using $externaltextures in the QC. This is the only way to compile a model once it reaches a certain size (about 2 mb).

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*** I've compiled these links into an easier-to-navigate bit on my website: <a href='http://members.aol.com/handhyle/101index.html' target='_blank'>http://members.aol.com/handhyle/101index.html</a>

<b><u>Modeling Tools</b></u>
<a href='http://www.swissquake.ch/chumbalum-soft/' target='_blank'>Milkshape 3D</a>: $20 Shareware. Great HL support, can import and export SMD's. Many other formats supported, also makes a good model converter.
<a href='http://www.discreet.com/products/gmax' target='_blank'>GMAX</a>: Discreet's free version of 3D Studio Max. Does not allow exporting or plugins, but otherwise has all features of MAX R4. Can create MD3's, which can then be converted to HL using other tools.
<a href='http://www.aliaswavefront.com/freemaya' target='_blank'>Maya Personal Learning Edition</a>: Free version of Maya. Fully featured, except all renders are watermarked, and doesn't support exporting.
<a href='http://www.softimage.com/Products/xsi/v2/ExperienceCD/' target='_blank'>Softimage XSI v.2.0 Advanced</a>: Download, or get 2 CD's by mail, <b>FREE!</b> <i>Valve just switched to Softimage!</i> Milkshape can import .XSI to convert to .SMD's.
<a href='http://www.maxplugins.de/max4.php?search=valve' target='_blank'>MAX R4.x/R5 .SMD Exporter</a>: Max 5 support, fixed UV bugs. Try Valve's old one if Alex F's gives you problems exporting references.
<a href='http://www.planethalflife.com/dl/dl.asp?planethalflife/workshop/smdlexp.zip' target='_blank'>MAX R3 .SMD Exporter</a>: Plugin, doesn't work with GMAX. <i>Hosted by Fileplanet, so login needed.</i>
<a href='http://members.cox.net/vektuz/veksmd_max42_v09d.zip' target='_blank'>Vek's SMD Export script</a>: Maxscript, R4.2 only. Requires biped/physique, so again, no GMAX.
<a href='http://www.fileplanet.com/dl/dl.asp?/planetquake/polycount/Tools//halflife/maya4exporter.zip' target='_blank'>Maya 4.0 .SMD Exporter</a>: Maya 3 exporter is in the SDK. <i>Hosted by Fileplanet, so login needed.</i>
<a href='http://www.maxplugins.de' target='_blank'>www.maxplugins.de</a>: Place to get plugins for all versions of 3DS Max.
<a href='http://www.scriptspot.com' target='_blank'>www.scriptspot.com</a>: Place to get maxscripts for both 3DS Max and GMax.
<a href='http://mojo.gmaxsupport.com/' target='_blank'>Maxscript Utilities</a>: Chris Cookson's site with importers for SMD, MD2, MDX, MD3, MDC, and MDS. For both Max and GMax. <span style='color:white'>This site includes an SMD Export script that will work with 3ds max R6.</span>

<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=20223&st=25' target='_blank'>Blender 3D and other freebies</a> - Link to Crouching Hamster linking other modelling programs later in this thread.

<b><u>Modeling Tutorials (Half-Life Specific)</b></u>
<a href='http://www.thewavelength.net/oldsite/models/' target='_blank'>Wavelength</a>: Great HL editting resource. Check the FAQ and QC script reference.
MAX: <a href='http://www.planetquake.com/polycount/resources/halflife/tutorials/3dsmax1.shtml' target='_blank'>Setting Up 3D Studio Max</a>: by Scarecrow
MAX: <a href='http://www.planetquake.com/polycount/resources/halflife/tutorials/3dsmax2.shtml' target='_blank'>Mesheditting</a>: By Scarecrow
MAX: <a href='http://www.planetquake.com/polycount/resources/halflife/tutorials/3dsmax3.shtml' target='_blank'>Digital Sculpting</a>: By Scarecrow
MAX: <a href='http://www.planetquake.com/polycount/resources/halflife/tutorials/3dsmax4.shtml' target='_blank'>Skin Meshing</a>: By Scarecrow
MAX: <a href='http://www.planetquake.com/polycount/resources/halflife/tutorials/3dsmax5.shtml' target='_blank'>Bipeds and Physique -Skeletons</a>: By Scarecrow
MAX: <a href='http://www.planetquake.com/polycount/resources/halflife/tutorials/3dsmax6.shtml' target='_blank'>Figure Mode -Adjusting Skeletons</a>: By Scarecrow
MAX: <a href='http://www.planetquake.com/polycount/resources/halflife/tutorials/3dsmax7.shtml' target='_blank'>Half-Life Animation</a>: By Scarecrow
MAX: <a href='http://www.planetquake.com/polycount/resources/halflife/tutorials/3dsmax8.shtml' target='_blank'>Compiling for HL</a>: By Scarecrow
MAX: <a href='http://www.planetquake.com/polycount/resources/halflife/tutorials/3dsmax9.shtml' target='_blank'>Hitboxes</a>: By Scarecrow
MAX/MS3D: <a href='http://www.planetquake.com/polycount/resources/halflife/tutorials/scarecrows_tutorials/weapons/weapons.shtml' target='_blank'>Weapon Modeling Tutorial</a>: By Scarecrow. Shows v_models, p_models, and w_models. For MAX and Milkshape.
MAX: <a href='http://www.planetfortress.com/tf2models/tuto/tuto_Skinmeshing.htm' target='_blank'>Skin Meshing</a>: By TinyFly
MAX: <a href='http://www.planetfortress.com/tf2models/tuto/tuto_MAC10.htm' target='_blank'>Modeling a MAC-10</a>: By TinyFly
MAX: <a href='http://www.planetfortress.com/tf2models/tuto/tuto_HK_MSG-90.htm' target='_blank'>Modeling an MSG-90</a>: By TinyFly
MAX/MS3D: <a href='http://www.planetfortress.com/tf2models/tuto/tuto_3DSImp.htm' target='_blank'>Import MDL model to Milkshape, then to MAX</a>: By FoxTrotNiner
MS3D: <a href='http://www.planetquake.com/polycount/resources/halflife/tutorials/milkshape1.shtml' target='_blank'>Setting up MilkShape 3D</a>: By Scarecrow
MS3D: <a href='http://www.planetquake.com/polycount/resources/halflife/tutorials/milkshape2.shtml' target='_blank'>Digital Sculpting</a>: By Scarecrow
MS3D: <a href='http://www.planetquake.com/polycount/resources/halflife/tutorials/milkshape3.shtml' target='_blank'>MilskShape SkinMeshing</a>: By Scarecrow
MS3D: <a href='http://www.planetquake.com/polycount/resources/halflife/tutorials/milkshape4.shtml' target='_blank'>MilkShape Skeleton Application</a>: By Scarecrow
MS3D: <a href='http://www.planetquake.com/polycount/resources/halflife/tutorials/milkshape5.shtml' target='_blank'>MilkShape Skeleton Application: Bipeds</a>: By Scarecrow
MS3D: <a href='http://www.planetquake.com/polycount/resources/halflife/tutorials/milkshape6.shtml' target='_blank'>Half-Life Animation: An Overview</a>: By Scarecrow
MS3D: <a href='http://www.planetquake.com/polycount/resources/halflife/tutorials/rats_tutorials/HL-MS3D-w1.shtml' target='_blank'>Weapon W_Model Tutorial</a>: By Rat
MS3D: <a href='http://www.planetquake.com/polycount/resources/halflife/tutorials/rats_tutorials/p-model/HL-MS3D-p1.shtml' target='_blank'>Weapon P_Model Tutorial</a>: By Rat
MS3D: <a href='http://www.planetquake.com/polycount/resources/halflife/tutorials/rats_tutorials/adjust/adjust.shtml' target='_blank'>Weapon V_Model Origin Adjustment</a>: By Rat

<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=27213' target='_blank'>Animation Conversion in NS</a> - My (Souris) tutorial on converting models to use any custom animations, such as smartgun anims.
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=49789' target='_blank'>Basics of Smoothing Groups in Milkshape</a> - My tutorial to help people get going on one of the more opaque parts of using MS3D

<b><u>Modeling Tutorials (MAX & GMAX)</b></u>
<a href='http://www.mikesteven.pwp.blueyonder.co.uk/tutorials/ddtutorial01.htm' target='_blank'>Start to Finish model tutorial</a>: "Male member" (stupid swear filter) Dastardly takes a simple cube model in Max and goes through all the steps of texturing and exporting it to Q3A. Simple model, but VERY complete.
<a href='http://www.fineart.sk/tut/Joan/joan1_5.htm' target='_blank'>Joan D?Arc</a>: a great walkthrough building a female figure (the legendary Joan of Arc).
<a href='http://www.loonygames.com/content/1.6/totb/' target='_blank'>Tips & Tricks for low-poly modelling</a> by Paul Steed. Very useful.
<a href='http://www.planetquake.com/q3manga/oldsite/modelling_tut1.htm' target='_blank'>3DS-Max Tutorial</a>: Multi-page tutorial by Zeo-Cartin using 3DS Max.
<a href='http://worldwidewebcollege.com/wwwc/3DVG/q3tutorials/maxmodels.htm' target='_blank'>Map Object Model creation</a>: Todd Gantzler's (toddg33) tutorial on making and skinning a simple map object model.
<a href='http://www.dccdesigner.com/Htm/Tutorials/LPM_1.htm' target='_blank'>Low Polygon Modeling for 3D Computer Games</a>: Modeling a Light Post with 3 Different Polygon Limits in 3D Studio MAX by Max Zeilke
<a href='http://www.oronto46.freeserve.co.uk/tutorials.html' target='_blank'>Max Modeling Tutorials</a>: These tend to be more general in nature, that is not game related.
<a href='http://merlin.zsnes.com/tutorials/modeling/index.html' target='_blank'>Beginner-oriented MAX tutorial</a>: NilreMK shows some of the basics in modelling with 3DS Max r4, but skips through some areas easy, so it's not a "for dummies" tut....
<a href='http://www.planetquake.com/polycount/cottages/xyz/links/tutorials.htm' target='_blank'>XYZ Tutorials</a>: Includes box modeling, unwrapping, modeling from refs, and Brazil rendering setup.
<a href='http://www.flipcode.com/tutorials/spaceship/' target='_blank'>Modeling a Simple Spaceship</a>: An entry level 3DS Max tutorial by Max "Ghoul" Shelekhov.
GMAX: <a href='http://home.wanadoo.nl/bastiaan.schravendeel/downloads/gmaxskeletons.zip' target='_blank'>Skullbox's IK & FK setup example files</a>: Two .gmax setups, one FK and one IK and animated walk cycle of the IK setup.

*Movie <a href='http://cube.phlatt.net/home/spiraloid/movies/bayPlayMirai.avi' target='_blank'>Bay Raitt's Time Lapse Box Modeling movie</a>: Bay Raitt shows box modeling in Mirai in this .avi (very similar to working in Max). 9Mb.
*Movie <a href='http://cube.phlatt.net/home/spiraloid/movies/movies.html#' target='_blank'>More Bay Raitt Time Lapse videos</a>: Short .gif file animations of modeling several subjects in Mirai. Similar to box modeling.
*Movie <a href='http://www.planetquake.com/polycount/cottages/zedaxis/' target='_blank'>Max AVI tutorial</a>: modeling "principles" can be applied to MilkShape/Animator

<b><u>Modeling Tutorials for Milkshape 3D</b></u>
<a href='http://www.fileplanet.com/dl/dl.asp?planetunreal/prefablab/MS3DHelp.zip' target='_blank'>MS3D Help File</a>. Includes basic usage and a couple tutorials. <i>Hosted by Fileplanet, so login needed.</i>
<a href='http://www.polygods.com' target='_blank'>www.polygods.com</a>: Many tutorials, including videos, for Milkshape.
<a href='http://xu1productions.com/3dstudio/tutorials.html' target='_blank'>Psionic's Milkshape 3D Tutorials</a>: Tutorials on modeling and skinning in MS3D.
<a href='http://www.machinima.com/articles/modeling_intro_index/' target='_blank'>Introduction to modeling using Milkshape 3D</a>: Excellent 6 part series by Ben Moss.
<a href='http://www.swissquake.ch/chumbalum-soft/ms3d/tutorials.html' target='_blank'>ChumbalumsOft's tutorials links page</a>: Links to specific tutorials for using Milkshape 3D.

<b><u>Modeling Tutorials for Other Tools</b></u>
Blender 3D: <a href='http://dynamic.gamespy.com/~polycount/ubb/Forum1/HTML/004850.html?00000' target='_blank'>Convert a Blender model into Milkshape or gmax</a>: Polycount thread post by biotek detailing the process of converting a model made in Blender into other formats. Many link resources.

<b><u>Modeling Tutorials: Non-Tool Specific</b></u>
<a href='http://www.planetquake.com/polycount/resources/general/tutorials/SurfaceTools/SurfaceTools.shtml' target='_blank'>Surface Tools for Low Poly Modeling</a>: Scott Ruggels shows a method for modeling from a drawing.
<a href='http://raph.com/3dartists/tutorials/' target='_blank'>3D Artists</a>: General modeling tutorials.
<a href='http://www.dlc.fi/~ops/tutorial/human.htm' target='_blank'>Box-modeling</a>
<a href='http://www.planetquake.com/polycount/cottages/pixelated/hyper/tut3/tutorial3.html' target='_blank'>General Model Optimization & Skinmapping Tips</a>: HyPer shows how to manually (and intelligently) reduce poly count on a model.
<a href='http://maxrovat.sns.hu/subdiv/' target='_blank'>Subdivision Modeling</a>: tool used is Mirai, but the tutorial is applicable to "box-modeling" with mesh-smooth modifiers applied in Max.
<a href='http://max3d.3dluvr.com/main.html' target='_blank'>MAX3D at 3DLuvr</a>: Link to 3DS Max tutorials, plug-ins and other goodies.
<a href='http://www.saunalahti.fi/~ops/tutorial/lowhead/lowhead.htm' target='_blank'>Modeling a VERY Low Poly Head</a>: What it says ...

<b><u>UVW Skin Mapping & Unwrapping Tools</b></u>
<a href='http://www.unwrap3d.com/' target='_blank'>Ultimate Unwrap 3D</a>: Standalone unwrapping tool, $30 Shareware. MS3D users should definately use this. Supports many model formats.
<a href='http://www.static-lift.net/resource/LithUnwrap.zip' target='_blank'>LithUnwrap v1.3</a>: Last free version of Ultimate Unwrap 3D before it went shareware. No longer supported, but it still works, and its free.
MAX:<a href='http://www.chilliweb.co.uk/chilliskinner/' target='_blank'>ChilliSkinner</a>: Excellent UVW unwrapping Maxscript.

<b><u>UVW Skin Mapping & Unwrapping Tutorials</b></u>
<a href='http://www.unwrap3d.com/tutorials.html' target='_blank'>Unwrap 3D Tutorials</a>: Tutorials using the Ultimate Unwrap 3D tool.
<a href='http://planetunreal.com/epicknights/tutorials/multiple_materials_max.shtml' target='_blank'>Applying Multiple Materials to an Object in Max</a>: A UT tutorial on "Multi/Sub-Object" materials, which HL models require as well.
<a href='http://www.leadballstudios.net/tutorials/skinning.asp' target='_blank'>Ishtar's Unwrapping Tutorial</a>: Ishtar uses 3DS Max, Chilliskinner and Texporter in this step by step.
<a href='http://www.planetquake.com/q3empire/data/tutorials/modeling/skinning/skinning.htm' target='_blank'>UVW Unwrap Tutorial</a> Maverik uses Texporter on a weapon.
<a href='http://www.chilliweb.co.uk/chilliskinner/' target='_blank'>Chilliskinner Tutorials</a>: Instructions for unwrapping with Chilliskinnner
<a href='http://merlin.zsnes.com/tutorials/mapping/index.html' target='_blank'>Mapping with UVW Unwrap in 3dsMax</a>
<a href='http://www.geocities.com/kingofdaveness/work_AIE_hibug.html' target='_blank'>Bug Limb tutorial</a>: Shows some texture unwrapping techniques.
<a href='http://www.planetquake.com/polycount/cottages/pixelated/hyper/tut1/tutorial.html' target='_blank'>Unwrap the skin of a character model</a>: HyPer shows how to select pieces of a model for planar mapping.
<a href='http://www.planetquake.com/polycount/cottages/pixelated/hyper/tut2/tutorial2.html' target='_blank'>Unwrap Tutorial-Advanced</a>: HyPer Unwraps a more complicated model.
<a href='http://www.planetquake.com/polycount/cottages/rorshach/help/skinmap/mole.htm' target='_blank'>Rorshach on proper Unwrapping</a>: Rorshach uses before and after references to show good skin map layouts.
<a href='http://www.coronaleonis.com/tutorial/index.html' target='_blank'>Skin Prep and Mapping</a>: HyPer shows some tricks for manipulating the gizmo (in this case on cylindrical mapping) for good effect.
<a href='http://www.angelfire.com/tx3/Thornbird/uvmappingtut.html' target='_blank'>Planar Mapping</a>: Thornbird shows how to planar map a head in Max.
<a href='http://www.planetunreal.com/prefablab/tutorials/milkshape3d.htm' target='_blank'>Milkshape skin mapping</a>: by Gusher.

<b><u>Animation Tutorials</b></u>
<a href='http://www.comet-cartoons.com/toons/3dhelp.cfm#tutorials' target='_blank'>Character Animation: Principles and Practice</a> Great animation basics. Also some modeling tuts, not really game related.
<a href='http://www.loonygames.com/content/1.22/totb/index2.shtml' target='_blank'>Walking the Walk</a>: Paul Steed on creating a Walk Animation
MAX: <a href='http://www.loonygames.com/content/1.28/totb/' target='_blank'>Adjusting Your Biped</a>: Paul Steed on adjusting biped form to fit model in Character Studio
MAX: <a href='http://www.loonygames.com/content/1.30/totb/' target='_blank'>Character Studio (part 2)</a>: Paul Steed, part 2 of biped tutorial
MAX: <a href='http://www.planetquake.com/polycount/resources/quake3/tutorials/Steed-Tut/MAX2md3.shtml' target='_blank'>Setting up a Q3A model with a 3DS Max biped</a>: Paul steed shows an in-depth walkthrough on connecting and adjusting the biped model to a character.
MAX: <a href='http://www.planetquake.com/polycount/cottages/zedaxis/learn/cstut01.htm' target='_blank'>Bringing a Character to Life</a>: Character studio tutorial
MAX: <a href='http://www.planetquake.com/polycount/resources/general/tutorials/cswingstut/cswingstut.shtml' target='_blank'>How to animate wings using Character Studio</a>: SkullboX shows how to use "dummies" to add additional controls to the standar CS biped.
GMAX: <a href='http://dynamic.gamespy.com/~polycount/ubb/Forum8/HTML/000221.html?00001' target='_blank'>Rigging a Leg in gmax</a>: Skullbox shows how it's done in this polycount forum post.
MAYA: <a href='http://www.3dbuzz.com/downloads/Char_Rigging_7Min.avi' target='_blank'>Character Rigging</a>: An 10.1 MB .avi movie (with audio narration!) about doing IK rigging on a leg. Done in Maya, but probably relevant for 3DS Max too.

<b><u>Skinning Tools</b></u>
<a href='http://www.gimp.net' target='_blank'>The GIMP</a>: GNU Image Manipulation Program, open source (free) tool for linux and windows. On par with Photoshop or PSP. Can't beat the price.
<a href='http://www.swissquake.ch/chumbalum-soft/hlmv/index.html' target='_blank'>Half-Life Model Viewer</a> - The only model viewer you'll need, plus its import/export ability for skin replacement makes it incredibly useful for skinning - no compiling required!

<b><u>Skinning Tutorials</b></u>
<a href='http://www.ghostopsmod.com/xtut/' target='_blank'>Weapons Skinning</a> This is the "X" tutorial JediYoshi praises later in the thread - it really is incredible.
<a href='http://www.planetquake.com/hfx/tutorials.html' target='_blank'>HFX tutorials</a> - basic metal tutorials, clear and easy to follow
<a href='http://www.planetquake.com/baneforge/tutorials/' target='_blank'>Baneforge Skinning Tutorial</a>: Chemical Burn's Photoshop skinning lesson.
<a href='http://www.planetquake.com/polycount/cottages/qbranch/tutorials.shtml' target='_blank'>Harelequin's qbranch</a>: Many tutorials on game model skinning, including skin layout, metal and rust, cloth and fabric techniquees.
<a href='http://www.planetquake.com/skintutor/frames.html' target='_blank'>Skintutor</a>: Slaine focuses primarily on Q1 and Q2 model skin painting. Still, some good painting techniques here.
<a href='http://showcase.netins.net/web/wolf359/' target='_blank'>Photoshop Resources</a>: Tutorials and links.
<a href='http://www.planetunreal.com/prefablab/tutorials/texturemaps.htm' target='_blank'>Photoshop Step-by-Step</a>: Gusher's detailed walk-thru of skin creation for 3d models.
<a href='http://www.digitalproducer.com/pages/piero_photoshop_tutorial_4_1_3d_.htm' target='_blank'>3d Effects using Photoshop Channels</a>
<a href='http://www.fh-worms.de./~inf126/tutorials/Textures/index.html' target='_blank'>Texturing 3D Weapons</a>: by Shadowfire.
<a href='http://www.phong.com/tutorials/metal/' target='_blank'>Metal Shapes</a>: by Phong.
<a href='http://www.polykarbon.com/tutorials/skintones/tone1.htm' target='_blank'>Human Skin Tones</a>: by PolyKarbon.
<a href='http://www.absolutecross.com/tutorials/photoshop/effects/metal/' target='_blank'>Metal Shapes</a>: by Absolute Cross.
<a href='http://www.guistuff.com/article.shtml?psp_chrome' target='_blank'>Making Effective Chrome</a>: Paint Shop Pro
<a href='http://www.guistuff.com/article.shtml?psp_interface' target='_blank'>Basic Web Interfaces</a>: Paint Shop Pro
<a href='http://www.guistuff.com/article.shtml?psp_metalbar' target='_blank'>Metallic Navbars</a>: Paint Shop Pro
<a href='http://www.grafx-design.com/psp_tut.html' target='_blank'>PSP Tutorial</a>
<a href='http://www.pinoy7.com/psptutorials/default.htm' target='_blank'>PSP Tutorial</a>
<a href='http://www.putertutor.net/paint/psplinks.htm' target='_blank'>PSP Tutorials</a>
<a href='http://www.fileplanet.com/dl/dl.asp?planetunreal/prefablab/metalclip.exe' target='_blank'>Matte Black Metal video tutorial</a>
<a href='http://www.planetquake.com/polycount/cottages/xyz/links/tutorials.htm' target='_blank'>Photoshop Tutorials</a>: Making aged metal surfaces, Scratches, and Overlays.
<a href='http://www.webdeveloper.com/design/design_stamp_effect.html' target='_blank'>Raised Stamp Effect</a>
<a href='http://gliebster.com/tutorials/' target='_blank'>Metal and Scratches</a>
<a href='http://www.deepspaceweb.com/sections.php?op=viewarticle&artid=10' target='_blank'>Making Wood</a>

Hair <a href='http://www.earthcurves.com/tutorials/hair_tute_intro.htm' target='_blank'>1</a> | <a href='http://www.adobe.com/print/tips/phsdigitalhair/main.html' target='_blank'>2</a> | <a href='http://www.cazcie.com/Tutorial/tutorialdihair.htm' target='_blank'>3</a> | <a href='http://www.creativedust.com/content/tutorials.htm#' target='_blank'>4</a> | <a href='http://www.dacort.com/tutorials_hair.php' target='_blank'>5</a> | <a href='http://www.planetquake.com/polycount/cottages/bladekiller/hairtut.htm' target='_blank'>6</a>
Pipes <a href='http://www.dreaminfinity.com/tutorials/pipes1.shtml' target='_blank'>1</a> | <a href='http://www.dreaminfinity.com/tutorials/pipes2.shtml' target='_blank'>2</a> | <a href='http://www.dreaminfinity.com/tutorials/pipes3.shtml' target='_blank'>3</a> | <a href='http://www.savvy.net/pipes.htm' target='_blank'>4</a> | (1-3 are a set, and the site they're on has other good PS tutorials)
Wires <a href='http://www.savvy.net/wires1.htm' target='_blank'>1</a> | <a href='http://www.savvy.net/wires2.htm' target='_blank'>2</a> | <a href='http://www.savvy.net/wires3.htm' target='_blank'>3</a> | <a href='http://www.savvy.net/wires4.htm' target='_blank'>4</a> | <a href='http://www.phong.com/tutorials/wire/' target='_blank'>5</a> | (1-4 are a set, and the site they're on has other good PS tutorials)

<b><u>General Painting Tutorials</b></u>
<a href='http://www.adobe.com/print/tips/phsdigitalhair/main.html' target='_blank'>Adobe Photoshop- digital hair</a>: Nuts and bolts tutorial on creating hair on photographs, including creating custom brushes.
<a href='http://www.sijun.com/dhabih/mainscreen.html' target='_blank'>dhaibih</a>: Painting techniques.
<a href='http://www.3dcafe.com' target='_blank'>www.3dcafe.com</a>
<a href='http://www.wacom.com/tips/index.cfm?category=Photoshop' target='_blank'>Wacom's Photoshop Tips</a>: Some tips and tricks for doing some basic things with Photoshop.

<b><u>Sprite Tools and Resources</b></u>
<a href='http://www.valve-erc.com/files/resources/sprview.zip' target='_blank'>Sprite View</a>: Uh... views sprites.
<a href='http://www.valve-erc.com/files/resources/sprwiz.zip' target='_blank'>Sprite Wizard</a>: Windows sprite compiling tool.
<a href='http://www.planethalflife.com/dl/dl.asp?planethalflife/mach3/sprmake.zip' target='_blank'>Sprite Maker</a>: Another sprite compiler.
<a href='http://www.thewavelength.net/oldcontent/2dart/' target='_blank'>Wavelength 2D Art</a>: Sprite tutorials. Also decals, wad textures, skin editting.

And finally ... Hamster sent this link to me and I haven't had time to go through it to sort some bits of it out into the relevant sections of this post, but this site is full to the brim with handy tutorials for 3D and general graphics work: <a href='http://www.tutorialhunt.com/' target='_blank'>Tutorial Hunt</a>

---

Yanked from the DoD mod forums, and inspired by (and largely ganked from) the excellent Q3A Modeling Resources thread at Map-Center.

If you have any tutorials or tools that are missing, please post them and this can be updated.

---

This attachment contains Valve's new studiomdl.exe (required for compiling models), with support for transparent textures, and version 1.2 of Kratisto's decompiler, mdldec.exe.
«13

Comments

  • kyliegirlkyliegirl Gorge Master Australia Join Date: 2002-12-11 Member: 10586Members, Reinforced - Shadow
    wow, thanx a bunch, excelllent timing as i wana learn how to remodel the gorg <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> thanx a bunch
  • TyralionTyralion Join Date: 2002-11-21 Member: 9522Members, Reinforced - Shadow
    Kickass guide, even though I'm not into modeling. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    <!--QuoteBegin--Tyralion+Jan 19 2003, 12:53 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tyralion @ Jan 19 2003, 12:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Kickass guide, even though I'm not into modeling. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    yup that's also my opinion <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • KaineKaine Join Date: 2002-08-07 Member: 1096Members, Constellation
    sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky

    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • ArgOnatHArgOnatH Join Date: 2003-01-02 Member: 11720Members
    <!--QuoteBegin--Kaine+Jan 19 2003, 12:06 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kaine @ Jan 19 2003, 12:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky sticky

    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    YEAH DO WAT HE SED!!!!

    good refs!

    COME ON MODS MAKE IT STICKY!
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Yes yes, I'm here <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> I needed my 13 hours of beauty sleep first, but sticky here we come! Nice work.
  • 3ncrypted_zer03ncrypted_zer0 Join Date: 2002-12-24 Member: 11458Members
    Thank you for the guide its really helpful. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • Wolf_KahlerWolf_Kahler Join Date: 2002-11-29 Member: 10252Members
    Wow. Beautiful! Thanks, Souris, for bringing that here. I can't have an account on those forums, so I don't like to go there because I can't post or download things attached to messages. It's irritating.
  • Sentinel1Sentinel1 Join Date: 2002-11-06 Member: 7356Members
    Thx soulris I might use some of these links...I appriciate the time u sepnt on it all, good work
    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • DarKcydeDarKcyde Join Date: 2002-11-03 Member: 5579Members
    Sweet. That thing's gettin pretty old already, there's broken links all over the place. Gotta find someplace to host the modeling tutorial longterm... in the meantime I put it up on my own webspace for now. I'll leave it there until the community comes up w/ a better place for it.

    Valve Modeling tutorial: <a href='http://members.shaw.ca/darkcyde0x00/Modeling%20for%20Half-Life.zip' target='_blank'>Modeling for Half-Life.zip</a>

    I'm sure there's tons of other fixes to be made, but you'll definately wanna add Chris Cookson's <a href='http://mojo.gmaxsupport.com/SMDImporter.zip' target='_blank'>SMD Importer</a>. Also, fix up his homepage link to <a href='http://mojo.gmaxsupport.com' target='_blank'>mojo.gmaxsupport.com</a>

    Hope this community finds all this stuff usefull.

    P.S. Souris how close is that thing to the max post size here? On dodmod, I can't even add one more sentence w/out breaking the max post size (30,000 characters or something like that).



    /me basks in the pimpness of teh stickeh <img src='http://members.shaw.ca/darkcyde0x00/pics/pimp.gif' border='0' alt='user posted image'>
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    edited January 2003
    Hmm, a double post. Just what I've always wanted.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    <!--QuoteBegin--DarKcyde+Jan 22 2003, 11:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarKcyde @ Jan 22 2003, 11:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Gotta find someplace to host the modeling tutorial longterm... in the meantime I put it up on my own webspace for now.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Hurrah! I loathed having to delete that from your original post, because the link was dead. Other than the decompiler setup bit, it's the most important modelling resource there, probably.
  • AdvisorAdvisor Join Date: 2003-01-10 Member: 12104Members
    Nice guide, but it's "bit" long <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • AdvisorAdvisor Join Date: 2003-01-10 Member: 12104Members
    Nice guide, but it's "bit" long <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • rikshariksha Join Date: 2003-01-26 Member: 12794Members
    Are there commands for the .bat file missing? It looks like there should be commands listed, and it doesn't seem to work with an empty .bat file...
  • NeptalidNeptalid Join Date: 2003-01-06 Member: 11951Members
    Why yes, upon closer inspection I find that the commands for BOTH .bat files are absent...
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    How do you mean - in the files in the attachment? If so then there are instructions in the main post about setting up the compiler and decompiler.

    If you mean there's somehting missing in the guide, could you be a little more specific? Then I can try to put it right for y'all.
  • rikshariksha Join Date: 2003-01-26 Member: 12794Members
    First, thanks for the guide!

    I was referring to the guide:

    "1. Create a .BAT file in the same directory as mdldec.exe. For convenience, call it mdldec.bat. I will use example paths throughout this tutorial, you MUST make sure your paths point to where ever you put the files. You can create BAT files with notepad. Your BAT must contain these commands:

    2. In explorer, select Tools->Folder Options, File Types tab. Scroll down to the MDL entry..."

    I was wondering about the commands that (I assume) should appear between 1 and 2. Neptalid also pointed out a similar situation regarding a .bat file further down the guide.

    Thanks again for the guide, and let me know if I can be more specific.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    Thanks for pointing that out - I need a better proofreader <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    ***main post updated***
  • Browser_ICEBrowser_ICE Join Date: 2002-11-04 Member: 6944Members
    What are the poly amounts for an NS model ?

    - min amount
    - recomanded amount
    - maximum amount


    If the maximum is somewhere like 2000, will it impact gameplay no matter what kind of PC power the client has (meaning game engine's limitations or CPU limitations) ?

    Are there any standard animation frames (run01, run02, run03, stand01, stand02, ...) that have to be used in NS ? Or are the the same as HL ?

    That's for a player model but what about an animated mapobject ?
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    *opens palms*
    *places palms on hear*
    *grasps hair*
    *pulls with all the strength i have in me*


    not a single one of those.... lets me know how to friggin change the group of certain things.... not a single one! (for milkshape)
  • enfurnoenfurno Join Date: 2003-01-25 Member: 12729Members
    very very nice info sheet, i think im gonna go home and d/l everything i need and start my road to model creation thanks to you... LOOK OUT WORLD HERE I COME!!!!
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    it's not sticky it's webby <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • RoadMasterRoadMaster Join Date: 2002-06-01 Member: 718Members
    has anyone else been having trouble with 3ds max exporters? I use Max 4 and I tried quite a few exporters... the only two that get close to what I want is smdlexp_r4.zip and smdlexp_4130_max4_5.zip which both came from the same site, but have different problems.

    I'm making my chickenlerk model with dummies to assemble the bone structure, and I have the bones set up and everything... there is only one big problem.

    The first exporter will export my model, skeleton and all.... but what happens to my model is the texture somehow gets screwed up. I end up with EVERY polygon of my model being my entire 512x512 texture... I don't know HOW it happened because the texturemapping is fine in Max, but screws up when I import it into milkshape to see if it worked out (I don't have any max importers).

    The second importer smdlexp_4130_max4_5.zip will only work if I do NOT use physique.... meaning that although I have a skeleton and a mesh... I am unable to export unless I do NOT have the vertices assigned to bones. When I was first using this I thought it was because I was using dummy cubes to compose my skeleton.... but when I tried using the 3ds max biped and exporting that with a very simple mesh it still would crash... which makes me think it isn't the dummies. It seems to screw up when I use the physique modifier, whether I initialize it or not (initialize meaning assign the bones etc, so it happens when I load the modifier at all)

    If anyone has any insight that would be helpful. I've tried a few other exporters, but the others don't even load into max at all, max just gives an error that it is either out of date or it can't be loaded.
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    edited August 2003
    Ok, dunno how relevant this will be, but since were discussing modelling / animation programs, you might want a look at these..not exactly industry standard, but free , legal, and they will run well on low end PC's, unlike say the PLE of Maya which would cause my PC to explode or something..( trust me on this one..this PC is a glorified typewriter..).

    Blender3d

    Rather nice. If you are used to other 3d apps, the interface is gonna be weird at first, uses a lot of hotkeys etc. Find a few decent tutorials and it's actually rather good..will only export vrml or dfx formats, but can be converted..built in animation, rendering etc etc
    <a href='http://www.blender3d.org' target='_blank'>http://www.blender3d.org</a>

    3DCanvas

    Basic version is free, limited features but really nice and friendly
    <a href='http://www.amabilis.com/' target='_blank'>http://www.amabilis.com/</a>

    OpenFX

    Not had a good look at it yet, but looks nice so far..built in animation, raytracing etc..again, modeller part of the thing supports 3dsmax format..it's kinda beta, so use at your own risk..
    <a href='http://openfx.org/about/index.php' target='_blank'>http://openfx.org/about/index.php</a>

    Wings3d

    I've had this for less than 2 days, but there's something really nice about this one. So far it reminds me of a less intimidating version of Blender. Obviously this simplicity comes at a price and it has nowhere near the power of Blender, also you'll still need Milkshape or similar for boning / compliling / animating, but hell, it's free, so download it and give it a look. Probably better suited to organic type shapes rather than hugely technical modelling, but worth a look anyway.
    <a href='http://www.wings3d.com/' target='_blank'>http://www.wings3d.com/</a>

    And to convert all these weird file formats..
    <a href='http://home.europa.com/~keithr/Crossroads/' target='_blank'>http://home.europa.com/~keithr/Crossroads/</a>


    Now obviously, these won't work with HL without further conversion ( hell, might be impossible for all I know..I only started learning modelling this weekend.. ) , but still, might be of interest to someone out there..

    Oh yeah, more free stuff ..
    <a href='http://www.computerarts.co.uk/downloads/' target='_blank'>http://www.computerarts.co.uk/downloads/</a>

    ( couple of the links are bust, the 3dcanvas one for instance..you'd think a computing magazine could keep a webby up to date..:/ if it's broke, google it..)

    Oh yeah, and this is supposed to be good..never tried it myself, but again, someone might want a look..
    Photoshop- type program apparently..
    <a href='http://www.gimp.org/the_gimp.html' target='_blank'>http://www.gimp.org/the_gimp.html</a>

    ( and no, it's not a dodgy website...)

    More links and discussions of freebies here..

    <a href='http://www.somethingleet.com/forum/showthread.php?threadid=12045' target='_blank'>http://www.somethingleet.com/forum/showthr...?threadid=12045</a>
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    And finally, in a bid to stop it disappearing to page 93 of the forums, never to be viewed again, Souris' guide to using smartgun anims on any NS model..

    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=27213' target='_blank'>http://www.unknownworlds.com/forums/in...ST&f=19&t=27213</a>
  • Black_Ops_Lerk_MasterBlack_Ops_Lerk_Master Join Date: 2003-03-11 Member: 14363Banned
    Yay! Now i can learn to make models and flood you with digital glory!..... Unlesss, that is, I totally flunk out of modelling. Like i did with HL maps, i HATE having to size everything on 3 different axis...
  • ZyndromeZyndrome Join Date: 2003-03-28 Member: 14974Members
    Superb links, I've been looking for this... I got so many ideas, but now I may get a chance to make my fantasy into reality <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> .
    Think different when modelling, like top-mounted clips, things expand when drawing the weapon, new madeup weapon names and lots of stuff... some day we might see something like "The new F-Bulk-7 handgun, powered with Nahat-crystalsplinters from erruptions on planet Hupha" (ok, I got a little wacky fantasy hehe)
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    <!--QuoteBegin--CrouchingHamster,HiddenElvis+Mar 26 2003, 07:53 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CrouchingHamster,HiddenElvis @ Mar 26 2003, 07:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And finally, in a bid to stop it disappearing to page 93 of the forums, never to be viewed again, Souris' guide to using smartgun anims on any NS model..

    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=27213' target='_blank'>http://www.unknownworlds.com/forums/in...ST&f=19&t=27213</a> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    This Tutorial is also posted on my website...

    <a href='http://t2k.neotech.cc' target='_blank'>http://t2k.neotech.cc</a>
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    <a href='http://www.ghostopsmod.com/xtut/' target='_blank'>-X-</a>

    Possibly the best skinnar ever, with the exception of coil's "elite" chibizzles. Some nice detailed, with photos, tutorials on skinning. Also offers the first tut on how to cheat polycount limits in milkshape.
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