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[Share] Convert CS:S Weapon to CS 1.6 + FAQ [Tutorial]


MrMG

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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

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