Read the whole discussion, idiot.

On Thu, Aug 6, 2009 at 10:15 PM, Joe W-A<[email protected]> wrote:
> No modelling app is as simple as Hammer when it comes to texturing.
>
> 2009/8/7 Ook <[email protected]>
>
>> 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?
>> >>>>
>> >
>> >
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>> >
>>
>>
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