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!
HL .mdl to Quake .mdl converter?
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
Tools->Half-Life->Decompile normal HL MDL file
if you need help go to this webv
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
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
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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.
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^
i have all those programs
could you please tell me how?
Re: i have all those programs
I don't know if it's uswful for you, but this is the way I do:UrbanKid wrote:could you please tell me how?
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