It's a very basic tutorial, but it works. I was about to abandon this project when I found it:
http://mrl.nyu.edu/~dzorin/ig04/lecture22/simplemdl.html Milkshape will inport a whole slew of stuff, including models from quite a few games, OBJ, LWO, DXF, 3DS, and on and on. The only thing that tripped me up was that when you apply the material you won't see it on the model because the default view is not textured. I thought it wasn't working because of that. If you want to have multiple textures on multiple faces, you have to dig a bit deeper into Milkshape and learn the gui some. It's simple, but it is not at all intuitive to use and can be quite frustrating until you learn the basics of manipulating models etc. > Can you give a link for this Denis Zorin tutorial.... > and can Milkshape import any kind of file formats from other 3d modeling > Apps? ie.. OBJ/3DS/iwo/DXF..etc... Maybe it might be possible to skip > Milkshape's horrid UI... I read here that Valve keeps a tight wrap on > this problem... > > Tom > > > Ook wrote: >> Success!!! holy freakin crud this was a pain in the butt to do! The guys >> that make milkshake should spend some time using Hammer - milkshake's UI >> blows chunks in comparison. Blech! >> >> So, I finally figured out how to make a model the way I want no thanks to >> the pathetic milkshake docs, and massive amounts of thanks to Denis Zorin >> for writing a very simple on page tutorial on how to make a half-life >> model >> with milkshake. It worked great! >> >> So I added a monster_generic to the map, set it to my new model, and >> wallah! >> My model appears in the map just as nice as can be. It really was that >> simple. The hard part was figuring out that this was a way to do, and >> then >> to actually make the model. >> >> ooksserver.no-ip.info:27015 >> >> Just walk in the front door of the house, you will be looking at a pic of >> a >> guy holding a fish. It's really nothing exciting, just a pic on the wall >> LOL. That is the model that I added. He is one of my admins, and I told >> him >> I'd add his fish pic to the map. I hope he appreciates it.... :) >> >> >> ----- Original Message ----- >> From: "Nick" <[email protected]> >> To: "Discussion of Half-Life Mapping" <[email protected]> >> Sent: Wednesday, August 05, 2009 3:30 PM >> Subject: Re: [hlmappers] How to hack an image into a map? >> >> >> blender is incompatible with smd format. valve wants to make source >> modding as costly and non transferable as possible. >> >> On Wed, Aug 5, 2009 at 3:03 PM, Peter Enerccio<[email protected]> wrote: >> >>> Try Blender >>> >>> On Wed, Aug 5, 2009 at 9:09 PM, Ook<[email protected]> wrote: >>> >>>> I use ripent to export/import entities. Stripper2 does this at runtime, >>>> so >>>> you don't have to actually modify the map. >>>> >>>> I can add models to the map simply adding the entity to the bsp, so I'm >>>> pretty sure this will work. My current challenge is to create the >>>> model - >>>> I >>>> don't know milkshake very well, and I'm finding it less then intuitive >>>> to >>>> use. >>>> >>>> Are there any other tools that can be used to make .MDL files for >>>> half-life? >>>> I just need a simple stinkin' model... >>>> >>>> >>>> ----- Original Message ----- >>>> From: "Kenneth Swisher" <[email protected]> >>>> To: <[email protected]> >>>> Sent: Monday, August 03, 2009 10:29 AM >>>> Subject: Re: [hlmappers] How to hack an image into a map? >>>> > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlmappers > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
