This way the compiler can flag the texture to use this effect. These textures must be 64X64 pixels and have CHROME in the filename separated by a _ example: " CHROME_metalpipe.BMP". These are documented in the QC glossary.Ħ) Special "CHROME" textures give a very basic environment map effect. Other mods like Sven Co-Op or Xash3d have additional texture render modes. These flags can also be set in a model viewer (Half-Life Asset Manager, HLMV:Standalone, P2MV) after compile by checking the "transparent", or "additive" in the textures tab, then saving the model. $texrendermode "texturename.bmp" additive These QC code parameters can be set with: Most common masked color is pure blue (RGB value: 0 0 255). Masked textures must have the masked or transparent portion to be 1 color only that is the very last color of the 8-bit BMP palette (last index number 255 0 is first). However, with a new modernized studiomdl.exe (Sven Co-ops compiler & Xash3d's compiler) you can tile textures in goldsrc.ĥ) There are two transparency options: Additive (Additive color blending), and masked (1-bit alpha-test transparency) Lastly, Sven Co-Op and Xash3d have a higher engine limit of 1024X1024 textures.Ĥ) Using the classic studiomdl.exe cannot tile UV's outside the texture space, because the compiler will clamp anything outside. Some games/mods have the default set to "gl_max_size 512" allowing for 512X512 model textures to be displayed properly. To be sure you can display higher, open the console and type "gl_max_size". Keep in mind that many goldsrc games by default restrict the maximum displayed texture dimensions to 256X256. The maximum vanilla goldsrc texture dimensions are 512X512. This means a chosen pallete limit of 256 colors achieved through pallete conversion methods and/or dithering.ģ) Valid texture dimensions are in multiples of 16 though its recommended that you have them created in powers of 2 since by default most GoldSrc games do GL texture resizing for non-power2 textures (to disable this use gl_round_down "0" in console or config ). Because of this, hard vertex weighting favors larger distances between moving loops when it comes to limb deformations.Ģ) Textures must be indexed 8bit BMP format. This has to be taken into consideration as you model topology to minimize stretching. ![]() Mesh and texture limits you need to know:ġ) Models use rigid vertex weights meaning there is only 1 weight per vertex. The maximum limits of a whole mdl file are: SMD files and specify the meshes in the QC. ![]() To overcome the vertex/triangle limits, you must break the model into separate. Smd's have to be made within limits or the program that compiles them "studiomdl.exe" will not work. max scene files are found in the Half-life SDK (downloaded through steams "tools" tab). Half-Life models were originally made with 3DStudio max and many sources &. This is because GoldSrc began as the Quake1 engine). These SMD files and the BMP textures that comprise your model are compiled together by a QC file (Quake compile code for short. Meshes in GoldSrc models are in a format called SMD (studio model data). This tutorial begins with limits and texture preparation then will branch into the three modelling programs, then converge in the final chapter that is QC code and compiling.įirst I will explain some key things you need to know about GoldSrc models. This will not teach you how to 3D model, texture or UV unwrap. This tutorial covers exporting models using 3DStudio Max, Blender, MilkShape 3D, kHED & Maya. Add support for Half-Life 1 & 2 campaigns to the necessary NPCs, allowing the user to play any of the campaign using the Auto Replace feature.Hello, and welcome to the GoldSrc model exporting tutorial.Introduce an optional feature that automatically replaces Half-Life 1 & 2 NPCs with their Half-Life-Resurgence counterpart.Add NPC Controller support to all the NPCs, allowing the user to play as any character.Examples: Black Ops Robo Grunts, Combine & Rebel engineers, content from Sven Coop, and much more! ![]() Add custom content that we or the community have envisioned.Examples: HECU engineers can construct turrets, new weapons for Rebels, and many more! Add new features, including new abilities, AI behaviors, weapons, etc.Recreate cut, alpha, and beta content, if no information is given by Valve, then reimagine them to the best of our ability.Use only the original effects, particles, decals and textures wherever possible.Recreate every possible NPC, entity, and some weapons from the Half-Life series with respect to the original games.
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