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
