The OFFICIAL way to convert hl2 and hl1 models to quake 1 :D
The OFFICIAL way to convert hl2 and hl1 models to quake 1 :D
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!
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.
Re: The OFFICIAL way to convert hl2 and hl1 models to quake
Thanks a nice little tutorial, thanks for sharing it.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.
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
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.
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 . Valve said once that they don't care about the beta material anymore so I took FULL advantage
And about the models, they were converted from the hl2 beta, which is content I can use . 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.Biodude wrote:And about the models, they were converted from the hl2 beta, which is content I can use . Valve said once that they don't care about the beta material anymore so I took FULL advantage
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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
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
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
http://www.moddb.com/groups/staff/news/ ... -the-staff
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
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.