D
Drax
Guest
Here's where I found a tutorial on how to import CS models in CS:S which expalined how to make the .qc file compatible for CS:S. Unfortunatly that post now requires you to log in to read it and I can't find anywhere to register as a forum user so I guess they're keeping their forums to themselves.
http://www.*************/wiki/index.php/Main_Page
Forgot about the over zealuous word filter...
h-l-2-w-o-r-l-d-.-c-o-m
put that where the "*"'s are and take out the "-"'s. (why is it even blocked by the filter??)
There's other tutorials there on modeling which will be useful in the conversion, like making ragdolls of the models, etc...
You also need to convert the textures from the HL1 model into targa files using Photoshop and make sure they have either a width or height that's a power of two (2,4,8,16,32,64,128,256,etc) and then convert them useing vtex.exe in the SDK directory.
The QC file needs several revision to it in order for it to compile properly in Source's format. Since I can't look at the tutorial anymore I can't give a precise example but it wasn't difficult, mainly it involved revising the animation calls. Unfortuantly the method doesn't match up for non-weapon models and just doesn't seem to work at all for HL:S when the same method did work for CS:S. Until I can find anymore info (next SDK release) it's too much of a guessing game for me to unravel.
http://www.*************/wiki/index.php/Main_Page
Forgot about the over zealuous word filter...
h-l-2-w-o-r-l-d-.-c-o-m
put that where the "*"'s are and take out the "-"'s. (why is it even blocked by the filter??)
There's other tutorials there on modeling which will be useful in the conversion, like making ragdolls of the models, etc...
You also need to convert the textures from the HL1 model into targa files using Photoshop and make sure they have either a width or height that's a power of two (2,4,8,16,32,64,128,256,etc) and then convert them useing vtex.exe in the SDK directory.
The QC file needs several revision to it in order for it to compile properly in Source's format. Since I can't look at the tutorial anymore I can't give a precise example but it wasn't difficult, mainly it involved revising the animation calls. Unfortuantly the method doesn't match up for non-weapon models and just doesn't seem to work at all for HL:S when the same method did work for CS:S. Until I can find anymore info (next SDK release) it's too much of a guessing game for me to unravel.