port and rig halo marines

hey guys my freind ghostz sent me these files containing johnson marines and pilot from halo 3 but since i do not own the necicary tools i was wondering if some one could get them into gmod here is what the winrar archive looks like:

nvm no one wanted to help so I took down the download


no these are halo 3 marines the link you put is for halo 2 marines

the file marine file is in fbx format and i only have gmax and it say the the fbx max failed to inishaiize so what should i do?

you need 3d max and mod tools and a source complier

3d max costs a lot of money that i dont have and what is mod tools?
hence the reason im aking if some one could do this for me


Want you need to do:
#1 Download 3ds Max Trial (2008 or 2009)
#2 Import the .FBX file in
#3 Export to Wavefront.obj
#4 Fix it and Rig it in Blender or Milkshape, you can choose other software if you want.
#5 referer to rigging tutorial and compile.

What is wave front? And I can easily get milkshap or blender


Rated useful also how do I compile plz beatthe zombie

Wavefront is simply the extension .obj. This format does not support bone.

$modelname "Beat the Zombie/UNSC/Pelican"  
(this is the path of the model and his name, this is correct: $beat the zombie/UNSC/pelican"  this is not correct : models/beat the zombie/UNSC/pelican"

$model "studio" "pelicanold.smd" (name of the .smd that have the model)
$cdmaterials "models/beat the zombie/UNSC" (path of the of materials, do not add materials before models
$hboxset "default"  (this option is only for ragdoll)
$surfaceprop "metal" (surface of the prop sound it make when it hit soemthing)
$sequence idle "ragdoll" fps 1.00 (this sequence is for a ragdoll, how to export a sequence in milkshape: export models to smd and check sequence)

$collisionjoints "phy.smd" (for ragdoll, it's $collisionjoints "name of the phymodel.smd"  for prop, it's $collisionmodel "name of the phymodel.smd"
{                           (the bracket are done to add commands to a physic model example for ragdoll:)
        $mass 5000.0
	$inertia 10.00
	$damping 0.01
	$rotdamping 1.50
	$rootbone "main"
                                ( the $jointcontrain "name of the bone" "axis" limit are set in HLMV, go see mariokart64n ragdolling tutorial for more info :http://www.facepunch.com/showthread.php?t=542906
        $jointconstrain "back_l" x limit 0.00 0.00 0.00 
	$jointconstrain "back_l" y limit 0.00 0.00 0.00
	$jointconstrain "back_l" z limit -30.00 30.00 0.00

	$jointconstrain "front_r" x limit 0.00 0.00 0.00
	$jointconstrain "front_r" y limit 0.00 0.00 0.00
	$jointconstrain "front_r" z limit -30.00 30.00 0.00

	$jointconstrain "back_r" x limit 0.00 0.00 0.00
	$jointconstrain "back_r" y limit 0.00 0.00 0.00
	$jointconstrain "back_r" z limit -30.00 30.00 0.00

	$jointconstrain "front_l" x limit 0.00 0.00 0.00
	$jointconstrain "front_l" y limit 0.00 0.00 0.00
	$jointconstrain "front_l" z limit -30.00 30.00 0.00	

What’s that 4 ^

this is for the QC.

You have to remember that I’m completly new to this so plz plz explain this stuff thx


What is a qc


How do I rig it to a ragdoll?


for rigging and QC is what tell the compiler to do with the models.

Ahh kk


do i need any thing else zombie because it says i need source sdk and i dont have it is it necisary?

Well yes it is, you need SDK to compile models and to use the Model Viewer

dang i dont have it does that mean im screwed or can i send the files to some one who does?

if you have a source game, you can dl SDK or I think.

it says steam servers are to busy to handle your request so i cant

Then wait a few minutes before trying again.