MrMG Posted July 8, 2009 Posted July 8, 2009 Ok thats a guide + FAQ on "Converting CS:S Weapons to CS 1.6" About too many vertices This mostly caused when we want to convert hi-poly model into HL1, since studiomdl on HL1 only support up to 3500 triangles (poly) in one smd, this can be solved if you split the part into some smaller parts. Also i have post how to solve this problem (without picture & quickly write): Solution.. The maximum triangles for studiomdl HL1 i believe was 3500 for each smd (Tools -> Show Model Information), but for weapon it should around 2000 in total (or it will lower your fps) maximum vertices/vertex is lower than maximum triangles No i don't use DirectX Mesh Tool, you know bone were missing... so i only select some vertices and delete some You know how to select vertex? group? face? If yes then it was easy, for example, splitting hands from weapon 1. select hands group 2. delete (press Delete doh!) so it leave weapon mesh 3. export it as weapon.smd 4. now Undo (Ctrl+Z) 5. Edit -> Select Inverse 6. delete (press Delete doh!) so it leave hands mesh 7. export it as hands.smd same goes for splitting weapon parts (it easier than you thought), we can use UV, Joint or manually select the vertices, btw this method will risk your fps (lower em) i still searching a better & fast way with using DirectX Mesh Tools and re-attaching bones And take a look this example: http://www.mediafire.com/?entegdz1dty http://www.mediafire.com/?edjt1souigg About muzzle flash placement Sometimes when you convert some model, muzzle flash not show up, this mostly because $attachment line on .qc file are not working, you must reattach the muzzle into parent bone and tweak by yourself. Same goes to brash ejection (place where shell came out) Parent bones usually named v_weapon.xxx where xxx = weapon name, for example v_weapon.m249, but sometimes called only xxx (m249) or xxx.parent (m249.parent) or else combination. You can check it on MilkShape3D Solution for muzzle flash you need to tweak $attachment so it point to right position try to open some CS 1.6 model on Jed Half-Life Model Viewer and check show attachment also do that to your converted model... i haven't found solution rather than manually assign a value on $attachment, if you have sourcesdk you can use HL2 MDL Viewer (view the original CS:S model) to tweak the placement before you recompile (like when you want to re-origin in JHLMV) PS: $attachment usually have 2 lines, the first was muzzle flash, second was brash ejection (where the shell will come out if you shoot) here are download link: http://www.mediafire.com/?2nnx0yzn02d and here some proof (C4) http://www.mediafire.com/?mjm0r55jgdg the big size w didn't pass mp_consistency so i included the small size Source : AlliedModders Credits : dels PS : For those who are wondering where's the guide look at the downloads Quote
Morian Posted July 8, 2009 Posted July 8, 2009 Good share MrMG, the guide is clear step by step. Thank you, and keep up the good work and i will reward you ;) Quote
MrMG Posted July 8, 2009 Author Posted July 8, 2009 Sure thing and don't forget to ask if there's any problem. Quote
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