The OFFICIAL way to convert hl2 and hl1 models to quake 1 :D

Discuss the creation of various model formats for Quake engines, and related matters to modeling.
Biodude
Posts: 186
Joined: Wed Aug 27, 2008 7:17 pm

The OFFICIAL way to convert hl2 and hl1 models to quake 1 :D

Post by Biodude »

How to convert a hl1 model to quake:

1.Get a hl1 model you want to convert
2.Decompile the model in milkshape
3.compile the skins together like there is (1.bmp/2.bmp) then merge them
4.adjust the skin size to the right size
5.open md2.qc
____________________________________

// Sample MD2 config, copy into export directory
$modelname tris.md2 DO NOT CHANGE
$origin 0.0 0.0 0.0 DO NOT CHANGE

// skins
$skinwidth 512 what is your skinwidth
$skinheight 512 what is your skinheight
$skin skin.pcx DO NOT CHANGE

// sequences
$sequence Base 1 1 ANIMATIONS
$sequence fire 1 32 ANIMATIONS
___________________________________________
Import the smd in import,
then export it to quake 2, make sure the qc is in the same directory!!!
___________________________________________
later that make sure the model and the skin is together then open quark
drag the tris.md2 to the left side of the empty column when they open a check box
press yes and then HIGHLIGHT THE FILE PRESS FILE PRESS SAVE OBJECT AS CLASSIC QUAKE MODEL


YOU HAVE A CONVERTED MODEL!!!!!!!!!!!!!!!!!!!

Thanks to Urban kid for the tutorial. Do the same with hl2 models except decompile in a hl2 mdl decompiler and use those smds.

BTW there is a limit! 4000k on quake 2 models, and about half that on quake 1. I was able to get alot of hl2 models aka css models done so it should be fine. Im talking about v models poly wise. Try em out in csp, lotta fun!

This tutorial was originaly for csp!
Last edited by Biodude on Sat Mar 06, 2010 8:52 pm, edited 1 time in total.
Baker
Posts: 3666
Joined: Tue Mar 14, 2006 5:15 am

Re: The OFFICIAL way to convert hl2 and hl1 models to quake

Post by Baker »

Biodude wrote:How to convert a hl1 model to quake:

1.Get a hl1 model you want to convert
2.Decompile the model in milkshape
3.compile the skins together like there is (1.bmp/2.bmp) then merge them
4.adjust the skin size to the right size
5.open md2.qc
____________________________________

// Sample MD2 config, copy into export directory
$modelname tris.md2 DO NOT CHANGE
$origin 0.0 0.0 0.0 DO NOT CHANGE

// skins
$skinwidth 512 what is your skinwidth
$skinheight 512 what is your skinheight
$skin skin.pcx DO NOT CHANGE

// sequences
$sequence Base 1 1 ANIMATIONS
$sequence fire 1 32 ANIMATIONS
___________________________________________
Import the smd in import,
then export it to quake 2, make sure the qc is in the same directory!!!
___________________________________________
later that make sure the model and the skin is together then open quark
drag the tris.md2 to the left side of the empty column when they open a check box
press yes and then HIGHLIGHT THE FILE PRESS FILE PRESS SAVE OBJECT AS CLASSIC QUAKE MODEL


YOU HAVE A CONVERTED MODEL!!!!!!!!!!!!!!!!!!!

Thanks to Urban kid for the tutorial. Do the same with hl2 models except decompile in a hl2 mdl decompiler and use those smds.

BTW there is a limit! 4000k on quake 2 models, and about half that on quake 1. I was able to get alot of hl2 models done so it should be fine. Im talking about v models.
Thanks a nice little tutorial, thanks for sharing it.
Biodude
Posts: 186
Joined: Wed Aug 27, 2008 7:17 pm

Post by Biodude »

Im still having trouble for making the multiple uvs into one, urban kid knows how.

I just converted the hl2 beta sniper into quake, to test out the reloading for coding reasons,from some help with a friend, but It makes the body of the gun skin the skin of the arms XD

If anyone wants to help code a bit, we could use ya for the game.

http://img690.imageshack.us/g/animale.png/

UPDATE:

Most of those models are old and a bit too high poly, a bunch of them will be remade
Last edited by Biodude on Sat Mar 06, 2010 8:50 pm, edited 2 times in total.
ceriux
Posts: 2230
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Post by ceriux »

those pics of that guy dont look like they're from hl2. but the rest look pretty good (he does too) question though, wont you get in trouble for using those?
Biodude
Posts: 186
Joined: Wed Aug 27, 2008 7:17 pm

Post by Biodude »

well, for one thing, the head of the guy was changed. we put on a differnt head, because it went from 5000 poly to about 1.5K.

And about the models, they were converted from the hl2 beta, which is content I can use :D. Valve said once that they don't care about the beta material anymore so I took FULL advantage
ceriux
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Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Post by ceriux »

oh very cool. too bad i never played the beta.
Spirit
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Joined: Sat Nov 20, 2004 9:00 pm
Contact:

Post by Spirit »

Biodude wrote:And about the models, they were converted from the hl2 beta, which is content I can use :D. Valve said once that they don't care about the beta material anymore so I took FULL advantage
That is very unlikely. I would doublecheck the facts if I were you.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
Biodude
Posts: 186
Joined: Wed Aug 27, 2008 7:17 pm

Post by Biodude »

alrighty then, Ill go find ya the letter that says it :)
ceriux
Posts: 2230
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Post by ceriux »

Biodude wrote:alrighty then, Ill go find ya the letter that says it :)
if you do find it and if you release these models, i would also include this letter with the download.
Biodude
Posts: 186
Joined: Wed Aug 27, 2008 7:17 pm

Post by Biodude »

Ok, Im still looking for it, after the guy axel went to jail, they said the beta was mostly just scrapped material, so they said they dont care. THERE IS a letter, and I am lookin for it.

Also, I know at least 15 mods on moddb that use hl2 beta material, yet they don't get any beef. As long as they credit(which some don't even do)

Examples:

http://www.moddb.com/mods/missing-information

http://www.moddb.com/mods/dark-atmosphere/#1015367

http://www.moddb.com/mods/library-of-leak-maps-beta
SamUK
Posts: 101
Joined: Wed Dec 17, 2008 6:47 pm
Location: United Kingdom

Post by SamUK »

Just because other people do it doesn't make it, alright.

That's like saying theft is ok if you don't get caught.
Working on Solitude
ceriux
Posts: 2230
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Post by ceriux »

yeah, there was just a news post on moddb about copyrighted material and stealing. any accounts found with stolen material are going to get their account frozen and all of their content on the site removed.

http://www.moddb.com/groups/staff/news/ ... -the-staff
Biodude
Posts: 186
Joined: Wed Aug 27, 2008 7:17 pm

Post by Biodude »

but missing info Is a widely known mod, and has been up for a while. If they were going to be in trouble, trust me, they would have by now.

And samuk, that makes perfect sense, but still, I think someone would have said something about missing info.
Biodude
Posts: 186
Joined: Wed Aug 27, 2008 7:17 pm

Post by Biodude »

OK, to clear EVERYTHING UP with my game, ITS NOT using HL2 BETA MODELS! This tutorial was originaly made by urban kid to convert cs and css models to quake for cs portable! Down sider, your pissing me off XD

I was going to use beta models, but decided to change my mind due to the trouble I could get into/ them looking better custom made
Last edited by Biodude on Sat Feb 20, 2010 3:34 pm, edited 1 time in total.
Trickle
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Joined: Thu Mar 26, 2009 11:20 pm

Post by Trickle »

everyone steals content from good games as it is, just look at the Counter-Strike servers! they take sounds from Unreal Tournament and Quake 3. its annoying and makes those young kids think CS is where it originated.
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