• Hod do you model for Gmod?
    9 replies, posted
I need help finding out how to put models in Gmod . I have been modeling for 8 Years now and wanted to finally put models in gmod but don't now how. Help would be appreciated :) I use Autodesk maya2013.
You need an SMD compiler, I recommend reading up. Some other useful tools are GUIStudioMDL and VTFEdit, Good luck.
Ya that's good and all but how do you take something from maya or blender and put it in Gmod? is there any tutorials that are extensive on how to do that.
you need to export your model into .smd files, then compile them into .mdl files i know theres an smd exporter for blender, not entirely sure about maya though. heres a link to the script: [url]https://developer.valvesoftware.com/wiki/Blender_SMD_Tools[/url] EDIT: theres actually thread about it like, two threads down from here lol: [URL="http://facepunch.com/showthread.php?t=1051217"]http://http://facepunch.com/showthread.php?t=1051217[/URL] from there you have to compile them using studiomdl. this link has a lot of information on that: [url]https://developer.valvesoftware.com/wiki/Studiomdl[/url] ive never been able to understand the whole process but hopefully i helped a bit :p
Thanks but what I am really looking for is someone with a tutorial from start to finish on how to take a model in blender and put it in Gmod as a spawn able prop. I know how to model I am just frustrated on HOW to get it in Gmod as a prop right out of blender.
I have a hard time believing you've seriously been modelling for 8 years if you don't have the initiative to listen to what people have been telling you, and actually follow up on the links they've posted On the Valve wiki, there are [I]two[/I] tutorials for this exact thing: [url]https://developer.valvesoftware.com/wiki/Modeling_props_with_Blender[/url] [url]https://developer.valvesoftware.com/wiki/Blender_Modelling_Walkthrough[/url] All that's different, is that you put the finished files into the Garrysmod folder instead of any other source game.
I have been modeling for 8 Years not putting things in the source engine.
[url]https://developer.valvesoftware.com/wiki/Compiling_a_model[/url]
Hello sir! i actually figured it out, and typed out my own tutorial, so i would never forget, i'd be glad to share it with you. Hopefully you have the patience to read it all, because it all is exact, and does work. *it may not all make sense to you, seeing as i wrote it for my self. but i'd be happy to explaine any steps to you. *programs used : Blender, Milkshape 3d, studiomdl.exe(from sdk's bin) * This is to make a STATIC model appear in game ( a model that is nothing more than a model, that gravity, guns shots, physics, etc. etc. effects) [QUOTE].SMD to MDL Compiling tutorial thegammaghost October 18th 2012 -how to properly make a model, and put it into source with working textures. -Make a folder for your compile files on desktop (test\) -step two, Create model in blender (max subdivides 2) -create UV map of model you made, and export the texture for use later (test\???.png) -export Blender SMD w/o textures, to a folder on desktop (ex. test\test.smd) -make proper modifications to ???.png (the uv map) and open in VTFEDIT -In VTF edit, Save ???.vmf to your steamapps\5lug\halflife2\hl2\materials\models\test\test.vmf -In VTF edit, go to tools>creat vmt file> options and select "VertexlitGeneric" as your shader then Save ???.vmt to the same folder as the .vmf -now your Textures are set up and ready to be put on the model. -Open Milkshape 3d, import your SMD, assign the ???.vmf you made to your model, be sure to assign it to the joint and group. -then replace the original (textureless) blender .smd with your Texutured .SMD from milkshape. -don't close milkshape yet, you have to save it one more time, in the same folder, as test_collision. -Now you're ready to make the .QC to compile it. -Make a new notepad file called compile in the test\ folder on your desktop called "compile". -open the notepad file and paste this... $modelname "test/test.mdl" $cdmaterials "models/test" $scale 1.0 $surfaceprop "Metal" $body "Body" "test.smd" $sequence "idle" "test.smd" fps 30 $collisionmodel "test_collision.smd" { $mass 40 } -If your files are named "Shotgun" for example, you can go to edit, Replace (CTRL+H) and type test in the top box, and shotgun in the bottom, hit replace all, and now its set up for your files ( ex. Shotgun.smd , shotgun_collision.smd, shotgun.vtf) -Now save the compile.qc under all files. -Now to compile, drag the qc you just made to Steamapps\5lug\sourcesdk\bin\ep1\bin\studiomdl.exe -now look at your steamapps\5lug\halflife2\hl2\models\test\ folder to see if your .mdl and other files are there if so, you have done it properly. -To see if the textures are applied properly, open up hl2mv and open your model, it will be in the test folder. if its textured, you've done everything right. good job! [/QUOTE]
You can also use this QC instead: [code] $modelname "test/test.mdl" $cdmaterials "models/test" $model body "test.smd" $sequence idle "test.smd" $collisionmodel "test.smd" { $automass }[/code]
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