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| Model Editing Guides & Programs This is for guides and programs regarding Model Editing |
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#1
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| Programs needed: [Only registered and activated users can see links. ] [Only registered and activated users can see links. ] [Only registered and activated users can see links. ] [Only registered and activated users can see links. ] [Only registered and activated users can see links. ] [Only registered and activated users can see links. ] [Only registered and activated users can see links. ] [Only registered and activated users can see links. ] [Only registered and activated users can see links. ] In this guide I will give step-by-step instructions on how to convert a Source model into a .m2. I will not give instructions on how to actually put the new .m2 in World of Warcraft because there are enough fine guides out there on how to do that already =) First thing you need to do is find a model for any Source engine game (includes Half Life 2, ep1, ep2, Counter Strike: Source, Portal, Team Fortress 2 and others) that you'd like to bring in to World of Warcraft. A good site to look is [Only registered and activated users can see links. ] in this guide i'm going to be taking the katana from the [Only registered and activated users can see links. ] and putting it into a .m2. Step 1: Find your .mdl! The Source .mdl is a compressed file containing a few different mesh files (.smd), including The reference .smd file, the The physbox .smd, and the The animation .smd. Each model will have a .mdl, so if you download a pack with multiple objects in it, be sure to find out which .mdl is which. The .mdl files will be found in the "models" folder of the downloaded file. Step 2: Decompiling you .mdl! Before you can get to the .smd files you need to decompile your .mdl. Open up [Only registered and activated users can see links. ] and find the .mdl you want to decompile. ![]() Select an output folder and hit Extract. Step 3. Converting the .vtf to .tga! Open up [Only registered and activated users can see links. ] and click tools -> convert folder Select the folder containing your .vtf file (typically in the Materials folder in the Source model's downloaded folder) as your input folder, and select the same output folder you used when you decompiled your .mdl. Make sure you've set the settings to "to .tga" and click "convert" ![]() Most models have a .vtf for their base skin and a few other .vtfs for their lighting effects. The same holds true for the .tgas converted from the .vtfs. If your model has multiple files for it's base skin you'll need to combine them. I cover how to do this in Step 6. Step 4. Converting the .smd to .3ds. Open up [Only registered and activated users can see links. ] and click file -> import -> Half Life SMD. ![]() Now, navigate to the output folder where your .smd is located and select it. Next, got to file -> export -> Autodesk 3ds. Name your .3ds and click save. ![]() Step 5. From this point you'll be following [Only registered and activated users can see links. ]'s [Only registered and activated users can see links. ] almost to a T. However, most of the time when you open a 3ds converted from a Source model in [Only registered and activated users can see links. ] it'll already have a UV map like so -> ![]() You're going to need to arrange it so they'll fit onto one sheet. like so -> ![]() Now that you've got the map arranged, go file -> save as and save the 3ds. Then, go file -> export uv map. You'll be given a lot of options. ignore them. Just make sure it's 512 x 512 and save it as either a .bmp .tga or .psd. Step 6. Setting up the skin. In some cases the Source model will come with multiple skin files the same model like so -> ![]() You're going to need to combine them using the texture map you've just made in [Only registered and activated users can see links. ] as a guide. ![]() like so -> ![]() Save the file as a .psd and convert it to .blp using [Only registered and activated users can see links. ] There! now you have a .3ds and a .blp for your new model. All you have to do now is convert the .3ds to .m2, link the .blp to the .m2 and then put them both into a .mpq! I wont cover that in this guide, but rather direct you to [Only registered and activated users can see links. ]'s [Only registered and activated users can see links. ] because he does a much better job explaining it than I could =) Quote:
Thanks to Glitchy for his amazing guide! Enjoy! ![]() Last edited by joeyshinobi88; 01-09-2008 at 08:42 PM. |
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#2
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| Holy Crap Nice Man! |
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#3
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| I already knew about this but I can't figure out how I get my Char to actually hold the weapon I converted in his hands ![]() Glitchys picture doesn't help and he's not replying in his thread ![]() |
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#4
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| Nice guide! I do got an issue tho... When I start mdldecompiler.exe it wont start and a pop-up window comes up and it says it can't find vstdlab.dll. Do I need to install garry's mod to get this program to work or something? I've recently changed hard disk so I don't have Garry's mod installed :/ for the guide.
__________________ You can't have any pudding if you don't eat you meat! ![]() |
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#5
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| You need Steam, a Steam Account (blank, just create a new one), Source SDK Then you HAVE TO run Source SDK once so it creates some files. Then place mdldecompiler in *steaminstalldirectory*\steamapps\*ACCOUNTNAME*\sourcesdk\bin\ep1\bin\ and run it from there. |
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#6
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| what he said.
__________________ We do what we must because we can. For the good of all of us except the ones who are dead. |
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#7
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| And where is the portal and HL2 files stored? This is in my steam folder. Where do I look?
__________________ Setting an example is not the main means of influencing another, it is the only means. ![]() |
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#8
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| yea what do we need and also yea i dont know either on how to make them hold it.
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#9
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| if you want to take files directly from a game you're going to need to extract the .mdl files from the .gfc files in the Steam\SteamApps\source models.gcf using [Only registered and activated users can see links. ] you can also find models at [Only registered and activated users can see links. ]
__________________ We do what we must because we can. For the good of all of us except the ones who are dead. |
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#10
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| Ok thank you.
__________________ Setting an example is not the main means of influencing another, it is the only means. ![]() |
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#11
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| I love it! Thank you so much! +muchos Rep
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#12
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| there are a lot of issues with MDLDecompiler since Steam keeps updating and the decompiler isn't. I hit every issue possible along the way with it. So for you guys that have any of the orange box installed (or possibly others too? I don't know the extent it affects) And you get an error message when attempting to select an input or output folder about an app not having a steamappID, you will need to run a search on your steam directory for Gameinfo.txt and comment out (with // ) the line that says "ToolsAppId 211" in every file it appears in. |
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#13
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| yes i dont find Source SDK in my tools fodler help plz
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#14
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| Download it through steam, it's free.
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#15
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| open up steam and click on the Tools tab and then click on Source SDK and Source SDK base and download them. BAM! problem solved =) ty to [Only registered and activated users can see links. ] for answering. thought i'd just clarify it a little more <.< i remember i couldn't find where to download Source SDK in steam for a long time. Quote:
mofugger! way to be a badass and fix your own problems =D
__________________ We do what we must because we can. For the good of all of us except the ones who are dead. |
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