• Goldsource to Source model porting thread
    2,748 replies, posted
  • [QUOTE=bassie12;15145882]Dr. Rosenberg from blue shift any chance?[/QUOTE] Ah, I wanted to port him first, but I can't seem to find his model.:frown: [QUOTE=Ekalektik_1;15148944]This'll sound stupid, but is the released pack for HL:S or just HL1?[/QUOTE] What? It's for HL:S and Garry's Mod. Don't try putting these in golsource games:downs:
  • Ah, I kind of figured. Thanks anyways, though. I would've probably discovered that the hard way.
  • [QUOTE=ShoTGuNGuY49;15142595]There, Opposing Force Sheppard is done. I'm not sure if it works though.[/QUOTE] Dont worry about normal maps, I can do that myself. AND!! Dr.Rosenberg is not a model but a submodel of scientist.mdl In other words, its another face for the scientist.
  • [QUOTE=F T;15152175]Dont worry about normal maps, I can do that myself.[/QUOTE] You didn't ask for normal maps. [QUOTE=F T;15152175]Dr.Rosenberg is not a model but a submodel of scientist.mdl In other words, its another face for the scientist.[/QUOTE] Ah, fuck. :bang:
  • do you have a limit on the amount of models you'll convert for one person?
  • [QUOTE=Floater;15152572]do you have a limit on the amount of models you'll convert for one person?[/QUOTE] not really?
  • oh okay, was just making sure before i went and dug out an assload of models from cs:cz. as soon as it finishes downloading of course
  • could you convert these Re sven coop models [url]http://files.filefront.com/Resident+evil+sven+coop+mszip/;13786383;/fileinfo.html[/url] contains Wesker (Hive Capture Force) Leon (RE2) MR.X (RE2) mikhail (RE3) nicholai (RE3) Im a huge RE fan mainly I would like the wesker model converted
  • I wish I cound find my Beta Islave Skin, It's long gone though. After playing through POV I think that we should have [url]http://www.moddb.com/mods/point-of-view[/url] sslave.mdl It would make a nice Islave Reskin. There are a few other skins there but I've forgotten since.
  • [QUOTE=ShoTGuNGuY49;15152431] Ah, fuck. :bang:[/QUOTE] Im going to try and get the rosenberg face on an new model, see if it works.
  • [QUOTE=ShoTGuNGuY49;15152431]Ah, fuck. :bang:[/QUOTE] import scientist body import rosenberg head win
  • [url]http://files.filefront.com/czero+vehiclerar/;13788867;/fileinfo.html[/url] those, if you'd be so kind.
  • This is another really dumb question, but if I install the released pack in Garry's mod, it won't overwrite any default Source weapon models, will it?
  • [QUOTE=F T;15154521]Im going to try and get the rosenberg face on an new model, see if it works.[/QUOTE] I know how to make hexed submodels. I just didn't know he was a submodel. [QUOTE=i_speel_good;15162631]import scientist body import rosenberg head win[/QUOTE] ok? [QUOTE=Floater;15164052][url]http://files.filefront.com/czero+vehiclerar/;13788867;/fileinfo.html[/url] those, if you'd be so kind.[/QUOTE] Hmmm...? [QUOTE=Ekalektik_1;15165475]This is another really dumb question, but if I install the released pack in Garry's mod, it won't overwrite any default Source weapon models, will it?[/QUOTE] Will it replace the HL:S weapons, yes. The hl2 weapons, no
  • That's because you didn't hex them? (I think that's what hexing means: making the custom stuff not override built-in stuff) And how exactly you did Shephard's model? He's just a generic gasmasked soldier.
  • [QUOTE=amitakartok;15166677]That's because you didn't hex them? (I think that's what hexing means: making the custom stuff not override built-in stuff) And how exactly you did Shephard's model? He's just a generic gasmasked soldier.[/QUOTE] Why would I hex a model that's meant to replace the old shitty ones? [QUOTE=amitakartok;15166677]And how exactly you did Shephard's model? He's just a generic gasmasked soldier.[/QUOTE] Thats the model that you play as, don't blame me if it looks [I]almost[/I] the same as the other grunts.
  • [QUOTE=ShoTGuNGuY49;15166167] Hmmm...?[/QUOTE] what're you hmming about, you said provide a link to things we requested, so there's the link to those cs:cz vehicles i was talking about.
  • [QUOTE=Floater;15169036]what're you hmming about, you said provide a link to things we requested, so there's the link to those cs:cz vehicles i was talking about.[/QUOTE] I don't think he has CZ...unless it isn't required as it's a custom model.
  • [QUOTE=Floater;15169036]what're you hmming about, you said provide a link to things we requested, so there's the link to those cs:cz vehicles i was talking about.[/QUOTE] I'm already porting them. I'm also trying my hand at making a new physics and collision model because it's only an effect right now. I just got the smd importer to work on the xsi mod tool. sooo, it'll probably work.
  • I should have asked this question earlier but how do you convert these models anyway? (Yes I have searched for tutorials, but they all involve MDLDecompiler which for me is BROKEN!!!)
  • [QUOTE=F T;15171643]I should have asked this question earlier but how do you convert these models anyway? (Yes I have searched for tutorials, but they all involve MDLDecompiler which for me is BROKEN!!!)[/QUOTE] Because it doesn't work on Goldsource models :downs:
  • You're porting Goldsource to Source, but can you get the animations too? I'd like to see all those enemy models get used for NPCs eventually. It might be a stretch, but what about player models? I like what you're doing with these massive pack series. The sheer quantity and variety makes it awesome... and I didn't even need to bother finding and porting these myself!
  • [QUOTE=ShoTGuNGuY49;15172076]Because it doesn't work on Goldsource models :downs:[/QUOTE] So how do you do it :bang:
  • [url]http://www.wunderboy.org/download.php?file=hlmv136_setup.zip&s=2[/url] -model viewer [url]http://www.wunderboy.org/download.php?file=mdldec12.zip&s=2[/url] -mdldec open model viewer, go to "Configure Tools" to tell HLMV where the mdldec files are, view the model you wish to decompile, and go to tools/Decompile Model... i think
  • [QUOTE=10CentGamer;15172152]You're porting Goldsource to Source, but can you get the animations too? I'd like to see all those enemy models get used for NPCs eventually. It might be a stretch, but what about player models? I like what you're doing with these massive pack series. The sheer quantity and variety makes it awesome... and I didn't even need to bother finding and porting these myself![/QUOTE] Well, the animations somewhat work... Playermodels, no. [QUOTE=Juniez;15172555][url]http://www.wunderboy.org/download.php?file=hlmv136_setup.zip&s=2[/url] -model viewer [url]http://www.wunderboy.org/download.php?file=mdldec12.zip&s=2[/url] -mdldec open model viewer, go to "Configure Tools" to tell HLMV where the mdldec files are, view the model you wish to decompile, and go to tools/Decompile Model... i think[/QUOTE] yeah, that's what I'm using. But the mdldec needs to be done by creating a batch file for each model. or you can do it with the milkshape decompiler. (crashes ALOT)
  • Wait, Milkshape has a HL2 Decompiler/Compiler? I mean I have a HL1 toolkit. Cause thats what im looking for.
  • [QUOTE=F T;15173345]Wait, Milkshape has a HL2 Decompiler/Compiler? I mean I have a HL1 toolkit. Cause thats what im looking for.[/QUOTE] No, it will crash if you try source models