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The OFFICIAL way to convert hl2 and hl1 models to quake 1 :D Goto page 1, 2 Next

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Biodude Joined: 27 Aug 2008 Posts: 83 |

Posted: Tue Dec 22, 2009 12:31 pm Post subject: The OFFICIAL way to convert hl2 and hl1 models to quake 1 :D |

How to convert a hl1 model to quake: 1.Get a hl1 model you want to convert 2.Decompile the model in milkshape 3.compile the skins together like there is (1.bmp/2.bmp) then merge them 4.adjust the skin size to the right size
5.open md2.qc
____________________________________
// Sample MD2 config, copy into export directory
$modelname tris.md2 DO NOT CHANGE
$origin 0.0 0.0 0.0 DO NOT CHANGE
// skins
$skinwidth 512 what is your skinwidth
$skinheight 512 what is your skinheight
$skin skin.pcx DO NOT CHANGE
// sequences
$sequence Base 1 1 ANIMATIONS
$sequence fire 1 32 ANIMATIONS
___________________________________________
Import the smd in import,
then export it to quake 2, make sure the qc is in the same directory!!!
___________________________________________
later that make sure the model and the skin is together then open quark
drag the tris.md2 to the left side of the empty column when they open a check box
press yes and then HIGHLIGHT THE FILE PRESS FILE PRESS SAVE OBJECT AS CLASSIC QUAKE MODEL
YOU HAVE A CONVERTED MODEL!!!!!!!!!!!!!!!!!!!
Thanks to Urban kid for the tutorial. Do the same with hl2 models except decompile in a hl2 mdl decompiler and use those smds.
BTW there is a limit! 4000k on quake 2 models, and about half that on quake 1. I was able to get alot of hl2 models aka css models done so it should be fine. Im talking about v models poly wise. Try em out in csp, lotta fun!
This tutorial was originaly for csp!
Last edited by Biodude on Sat Mar 06, 2010 8:52 pm; edited 1 time in total

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Wed Dec 23, 2009 8:28 am Post subject: Re: The OFFICIAL way to convert hl2 and hl1 models to quake |

Biodude wrote:
How to convert a hl1 model to quake: 1.Get a hl1 model you want to convert 2.Decompile the model in milkshape 3.compile the skins together like there is (1.bmp/2.bmp) then merge them 4.adjust the skin size to the right size
5.open md2.qc
____________________________________
// Sample MD2 config, copy into export directory
$modelname tris.md2 DO NOT CHANGE
$origin 0.0 0.0 0.0 DO NOT CHANGE
// skins
$skinwidth 512 what is your skinwidth
$skinheight 512 what is your skinheight
$skin skin.pcx DO NOT CHANGE
// sequences
$sequence Base 1 1 ANIMATIONS
$sequence fire 1 32 ANIMATIONS
___________________________________________
Import the smd in import,
then export it to quake 2, make sure the qc is in the same directory!!!
___________________________________________
later that make sure the model and the skin is together then open quark
drag the tris.md2 to the left side of the empty column when they open a check box
press yes and then HIGHLIGHT THE FILE PRESS FILE PRESS SAVE OBJECT AS CLASSIC QUAKE MODEL
YOU HAVE A CONVERTED MODEL!!!!!!!!!!!!!!!!!!!
Thanks to Urban kid for the tutorial. Do the same with hl2 models except decompile in a hl2 mdl decompiler and use those smds.
BTW there is a limit! 4000k on quake 2 models, and about half that on quake 1. I was able to get alot of hl2 models done so it should be fine. Im talking about v models.

Thanks a nice little tutorial, thanks for sharing it.

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Biodude Joined: 27 Aug 2008 Posts: 83 |

Posted: Wed Dec 23, 2009 4:24 pm Post subject: |

Im still having trouble for making the multiple uvs into one, urban kid knows how. I just converted the hl2 beta sniper into quake, to test out the reloading for coding reasons,from some help with a friend, but It makes the body of the gun skin the skin of the arms XD
If anyone wants to help code a bit, we could use ya for the game.
http://img690.imageshack.us/g/animale.png/
UPDATE:
Most of those models are old and a bit too high poly, a bunch of them will be remade
Last edited by Biodude on Sat Mar 06, 2010 8:50 pm; edited 2 times in total

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ceriux Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA |

Posted: Thu Dec 24, 2009 3:30 am Post subject: |

those pics of that guy dont look like they're from hl2. but the rest look pretty good (he does too) question though, wont you get in trouble for using those? _________________ QuakeDB - Quake ModDB Group

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Biodude Joined: 27 Aug 2008 Posts: 83 |

Posted: Thu Dec 24, 2009 3:38 am Post subject: |

well, for one thing, the head of the guy was changed. we put on a differnt head, because it went from 5000 poly to about 1.5K. And about the models, they were converted from the hl2 beta, which is content I can use . Valve said once that they don't care about the beta material anymore so I took FULL advantage

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ceriux Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA |

Posted: Thu Dec 24, 2009 3:39 am Post subject: |

oh very cool. too bad i never played the beta. _________________ QuakeDB - Quake ModDB Group

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Spirit Joined: 20 Nov 2004 Posts: 476 |

Posted: Thu Dec 24, 2009 8:12 am Post subject: |

Biodude wrote:
And about the models, they were converted from the hl2 beta, which is content I can use . Valve said once that they don't care about the beta material anymore so I took FULL advantage

That is very unlikely. I would doublecheck the facts if I were you.
_________________
Quake Maps

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Biodude Joined: 27 Aug 2008 Posts: 83 |

Posted: Thu Dec 24, 2009 7:05 pm Post subject: |

alrighty then, Ill go find ya the letter that says it

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ceriux Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA |

Posted: Thu Dec 24, 2009 7:09 pm Post subject: |

Biodude wrote:
alrighty then, Ill go find ya the letter that says it

if you do find it and if you release these models, i would also include this letter with the download.
_________________
QuakeDB - Quake ModDB Group

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Biodude Joined: 27 Aug 2008 Posts: 83 |

Posted: Thu Dec 24, 2009 7:49 pm Post subject: |

Ok, Im still looking for it, after the guy axel went to jail, they said the beta was mostly just scrapped material, so they said they dont care. THERE IS a letter, and I am lookin for it. Also, I know at least 15 mods on moddb that use hl2 beta material, yet they don't get any beef. As long as they credit(which some don't even do)
Examples:
http://www.moddb.com/mods/missing-information
http://www.moddb.com/mods/dark-atmosphere/#1015367
http://www.moddb.com/mods/library-of-leak-maps-beta

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SamUK Joined: 17 Dec 2008 Posts: 98 Location: United Kingdom |

Posted: Thu Dec 24, 2009 8:25 pm Post subject: |

Just because other people do it doesn't make it, alright. That's like saying theft is ok if you don't get caught. _________________ Working on Solitude

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ceriux Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA |

Posted: Thu Dec 24, 2009 8:34 pm Post subject: |

yeah, there was just a news post on moddb about copyrighted material and stealing. any accounts found with stolen material are going to get their account frozen and all of their content on the site removed. http://www.moddb.com/groups/staff/news/message-from-the-staff
_________________
QuakeDB - Quake ModDB Group

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Biodude Joined: 27 Aug 2008 Posts: 83 |

Posted: Thu Dec 24, 2009 8:50 pm Post subject: |

but missing info Is a widely known mod, and has been up for a while. If they were going to be in trouble, trust me, they would have by now. And samuk, that makes perfect sense, but still, I think someone would have said something about missing info.

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Biodude Joined: 27 Aug 2008 Posts: 83 |

Posted: Sun Jan 03, 2010 9:17 pm Post subject: |

OK, to clear EVERYTHING UP with my game, ITS NOT using HL2 BETA MODELS! This tutorial was originaly made by urban kid to convert cs and css models to quake for cs portable! Down sider, your pissing me off XD I was going to use beta models, but decided to change my mind due to the trouble I could get into/ them looking better custom made
Last edited by Biodude on Sat Feb 20, 2010 3:34 pm; edited 1 time in total

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Trickle Joined: 26 Mar 2009 Posts: 44 |

Posted: Mon Jan 04, 2010 2:59 am Post subject: |

everyone steals content from good games as it is, just look at the Counter-Strike servers! they take sounds from Unreal Tournament and Quake 3. its annoying and makes those young kids think CS is where it originated. _________________

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