HL .mdl to Quake .mdl converter?

Discuss the creation of various model formats for Quake engines, and related matters to modeling.
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Orion
Posts: 476
Joined: Fri Jan 12, 2007 6:32 pm
Location: Brazil

HL .mdl to Quake .mdl converter?

Post by Orion »

Hi, I'm looking for a half-life .mdl converter, I tried quark and milkshape 3d, but both didn't support HL .mdl.

Are the any other converters?

Thanks!
Chris
Posts: 79
Joined: Sat Aug 05, 2006 5:31 am

Post by Chris »

you can use ms3d to decompile a hl1 mdl into it's original reference and sequence smd files, along with getting the bitmap textures and .qc file to regenerate the mdl. From then import the reference and export how you want, or import the sequence smd's over the reference for the animations.

Tools->Half-Life->Decompile normal HL MDL file
Orion
Posts: 476
Joined: Fri Jan 12, 2007 6:32 pm
Location: Brazil

Post by Orion »

But then, will the model have animations?
Also, I couldn't export the model because I put the registration key, it says thay you for registering, but the "NOT REGISTERED" message don't get out of the title bar, and when exporting it still says that it's unregistered!
UrbanKid
Posts: 55
Joined: Fri Aug 22, 2008 8:34 am

if you need help go to this webv

Post by UrbanKid »

http://www.kingpinforever.com/fredz/modelhltoq2.html

it will teach you how to convert 2 quake 2 first

if you want to convert 2 quake 1 then use Quick 3d professional 4.0
UrbanKid
Posts: 55
Joined: Fri Aug 22, 2008 8:34 am

hey

Post by UrbanKid »

i don't see the help works because i can't convert it to quake 1
Freemanoid
Posts: 52
Joined: Mon Jun 16, 2008 11:25 am
Location: BELARUS
Contact:

Post by Freemanoid »

I use a long way to convert half-life1, counter-strike, and even half-life 2 models in to quake 1 models. I have some problems with animation now(because it's bone animation, quake 1 can't support bone animation). So, you need this :
3ds max
Plugin for 3ds max to read .smd files.
Decompiler for mdl's (half-life 1 and half-life 2 is not same)
Gmax
Quark
Also for me I use qmdlr83 for skinning a model.
If you have all this programs I can tell you all I know.
^O,..,o^
UrbanKid
Posts: 55
Joined: Fri Aug 22, 2008 8:34 am

i have all those programs

Post by UrbanKid »

could you please tell me how?
Syncing
Posts: 5
Joined: Wed Jun 10, 2009 5:25 pm

Re: i have all those programs

Post by Syncing »

UrbanKid wrote:could you please tell me how?
I don't know if it's uswful for you, but this is the way I do:

For Half-Life 2:

1. Decompile the model with a HL2-Mdl-Decompiler like this one:

Klick!

2. Dl the 3ds max smd-importer (look at this site Klick!)

3. Import the model.

4. now you can import the animations too (only bones)

5. Add bones to the model (in max)

The UV-map for the textur is still intact

How to fit the ani to a model:

1. Convert everything (but not the bones) into editable Poly

2. Attach everything to one model

3. Choose "Skin" in the modifier list

4. go to edit. poly in the modifier panel and choose "Element"

5. Move away the different parts of the model (these ones, which must be animatet like maybe a mog or the hand

6. Go to "skin" in the modifier panel and add the bones

7. move the bones back to the basic position, like in the beginning

So the animations and the Tetxture are intact.

For HL 1:

The same way like above, only with a hl1-decompiler and
a smd-import (like I think this one: Klick!)

You can decompile the hl1-mdl wth milkshape, too.

I would delete the bones in quark, so I make my models.

I hope I helped you
mfg Sync

PS: I'm still searching for a quakec-coder ;)
Image
We are searching a QuakeC-Coder for a little PSP Homebrew
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