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HL .mdl to Quake .mdl converter?

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Orion Joined: 12 Jan 2007 Posts: 413 Location: Brazil |

Posted: Thu Aug 14, 2008 7:02 pm Post subject: HL .mdl to Quake .mdl converter? |

Hi, I'm looking for a half-life .mdl converter, I tried quark and milkshape 3d, but both didn't support HL .mdl. Are the any other converters? Thanks! _________________ There's no signature here. Stop looking for one.

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Chris Joined: 05 Aug 2006 Posts: 78 |

Posted: Thu Aug 14, 2008 7:16 pm Post subject: |

you can use ms3d to decompile a hl1 mdl into it's original reference and sequence smd files, along with getting the bitmap textures and .qc file to regenerate the mdl. From then import the reference and export how you want, or import the sequence smd's over the reference for the animations.
Tools->Half-Life->Decompile normal HL MDL file

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Orion Joined: 12 Jan 2007 Posts: 413 Location: Brazil |

Posted: Fri Aug 15, 2008 1:50 am Post subject: |

But then, will the model have animations? Also, I couldn't export the model because I put the registration key, it says thay you for registering, but the "NOT REGISTERED" message don't get out of the title bar, and when exporting it still says that it's unregistered!
_________________
There's no signature here. Stop looking for one.

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UrbanKid Joined: 22 Aug 2008 Posts: 44 |

Posted: Sat Aug 23, 2008 2:21 am Post subject: if you need help go to this webv |

http://www.kingpinforever.com/fredz/modelhltoq2.html it will teach you how to convert 2 quake 2 first if you want to convert 2 quake 1 then use Quick 3d professional 4.0

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UrbanKid Joined: 22 Aug 2008 Posts: 44 |

Posted: Mon Nov 03, 2008 8:54 am Post subject: hey |

i don't see the help works because i can't convert it to quake 1

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Freemanoid Joined: 16 Jun 2008 Posts: 52 Location: BELARUS |

Posted: Wed May 13, 2009 7:46 pm Post subject: |

I use a long way to convert half-life1, counter-strike, and even half-life 2 models in to quake 1 models. I have some problems with animation now(because it's bone animation, quake 1 can't support bone animation). So, you need this : 3ds max Plugin for 3ds max to read .smd files.
Decompiler for mdl's (half-life 1 and half-life 2 is not same)
Gmax
Quark
Also for me I use qmdlr83 for skinning a model.
If you have all this programs I can tell you all I know.
_________________
^O,..,o^

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UrbanKid Joined: 22 Aug 2008 Posts: 44 |

Posted: Tue Jun 02, 2009 3:57 am Post subject: i have all those programs |

could you please tell me how?

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Syncing Joined: 10 Jun 2009 Posts: 5 |

Posted: Thu Jun 11, 2009 9:08 pm Post subject: Re: i have all those programs |

UrbanKid wrote:
could you please tell me how?

I don't know if it's uswful for you, but this is the way I do:
For Half-Life 2:
1. Decompile the model with a HL2-Mdl-Decompiler like this one:
Klick!
2. Dl the 3ds max smd-importer (look at this site Klick!)
3. Import the model.
4. now you can import the animations too (only bones)
5. Add bones to the model (in max)
The UV-map for the textur is still intact
How to fit the ani to a model:
1. Convert everything (but not the bones) into editable Poly
2. Attach everything to one model
3. Choose "Skin" in the modifier list
4. go to edit. poly in the modifier panel and choose "Element"
5. Move away the different parts of the model (these ones, which must be animatet like maybe a mog or the hand
6. Go to "skin" in the modifier panel and add the bones
7. move the bones back to the basic position, like in the beginning
So the animations and the Tetxture are intact.
For HL 1:
The same way like above, only with a hl1-decompiler and
a smd-import (like I think this one: Klick!)
You can decompile the hl1-mdl wth milkshape, too.
I would delete the bones in quark, so I make my models.
I hope I helped you
mfg Sync
PS: I'm still searching for a quakec-coder
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We are searching a QuakeC-Coder for a little PSP Homebrew

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