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HappyCheeze
09-22-2003, 05:12 PM
I just made some pretty good looking mutated scientist skins. I'm satatisfyed with the way they look in the HL Model viewer. So I do Save model and I copy it to the pak0 file in Valve folder. But there isn;t any change. So I guess I gotta do the skinning in Milkshape. Well ok but which SMD file do I load? Is there a reference smd file for scientists? Like how there is a weapon refernce file. I need to get the Scientist whole body so I can assign the textures and export and compile the .qc file. Please let me know if there is a smd scientist refernce thing. I'd be glad to know. Or if you know someother way of skinning the models and I'd like to know/ Thanks B) :D :lol: ;) :P :)

Google
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Sim9
10-04-2003, 05:49 PM
Sorry, I myself know next to nothing about HL modeling. Good sources to check are the Half-Life SDK Modeling docs, Wavelength, and I think Milkshake has a whole *bunch* of docs on their site too! :D

migandi
12-23-2003, 06:22 PM
you can just import the textures into hl model viewer and then save the mdl, then stick it in your game :D
note the textures have to be the same size as the originals this way though!

Sim9
12-24-2003, 02:47 AM
I think the model viewer also supports chroming surfaces too. And I think you can export textures. So you might want to:

Export textures
Open textures in your paint program of choice, modify
Re-import

The downside is that you use up the full size of a model just for a new skin. Though I'm not sure that there's another way in HL...

Walrii
12-24-2003, 01:55 PM
If you don't feel like adding your new model to the pak file, just make the necessary directories and put the model there. For example, lets say the model is supposed to go in \models\enviornment\dogs\

You'd go into the mods folder, and make (or enter) the directories, then copy your new model into there. The half-life engine will automatically use the models / whatevers in normal directories over those found in pak files.

Sim9
12-24-2003, 11:36 PM
I meant it would be nice if you could set like 5 different skins, and have each skin refer to one model file. Instead of making a new model file for each skin :)

Walrii
12-26-2003, 08:02 PM
Well you can do that neato color changing thing (select your color)... which is almost (but definately not) like having multiple skins.

Sim9
12-27-2003, 03:47 AM
Though it worked well in starcraft. Though starcraft != HL :P

migandi
12-27-2003, 05:53 AM
hey i would like to know how to add just xtra skinz?

but i do know how to add more models in bodygroups!

$bodygroup studio
{
studio "Zom3_Template_Biped(White_Suit)1"
studio "skeleton2"
}

this added my skeleton2 model to the half-life zombie model, then in worldcraft you add body 0 or 1 to the entities. for either model to appear in your map.
you can add lots more models, i have one with five models in.

the model has to be attatched to the same skeleton to work and use the same animations :YES:

Walrii
12-27-2003, 11:10 PM
Originally posted by migandi@Dec 27 2003, 04:53 AM
hey i would like to know how to add just xtra skinz?

Hmm... I didn't think you could (but I'm usually wrong). Anyone got a definate answer?

Sim9
12-28-2003, 02:26 AM
No, I don't think you can in HL. Just wishful thinking on my part ;)

And does the extra models in a bodygroup decrease overall size? I'd suppose it would since you wouldn't need the extra animations duplicated.