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PostPosted: Wed Feb 23, 2005 1:42 am 
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im not much of a tutorial writer just ask if anything confuses you.. seeing how some of the newer people dont know how to make w models heres the fastest and easist way to do them.

step 1: with the source decompiler decompile an existing W model (make sure its the same weapon your making it for makes it alot easier on your part) make sure you DONT check "Dont fix animation rotation" but check dump old un-wieghed smd's
step 2: import the w_guntype_gunname.smd (sometimes the decompiler does not put .smd on this so just go to the folder where you decompiled it and rename it with .smd at the end) import whatever replacement model you want insted of it
Step 3: try and get the model to look as close to the existing model as you can, assign it to the bone "valvebiped.bip01_r_hand"
Step 4: export it as both your w_guntype_gunname.smd AND your phymodel.smd
Step 5: pop open your qc for the w model, only thing you need to change is your $cdmaterials line make it lead to where ever the skin for the model is.
Step 6: compile your model, and your done!


Last edited by Soul_Slayer on Wed Feb 23, 2005 4:33 am, edited 1 time in total.

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PostPosted: Wed Feb 23, 2005 4:20 am 
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messed up...
you mean we make w models for cs:s?


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PostPosted: Thu Feb 24, 2005 1:58 am 
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whats messed up about it? let me guess....you would prefer someone just do it for you. Nice Soul....I'm might give this a shot.....seems much easier the regular skin compile. But....you know how my luck is with this....LOL.

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PostPosted: Thu Feb 24, 2005 5:08 am 
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HEELLLLLLLL YEAAAAAAAA.........It worked dude.....I finally got it right.

Thx alot bro. Here's pic of my compile. Wee model for Ank Thor USP Match.

Image

Thx again Soul.....

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PostPosted: Thu Feb 24, 2005 5:16 am 
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Two problems with that.

1: You fucked it up.
2: That silencer will appear when other people hold the USP too.

Oh, and Soul, you DO check don't fix it, it has a BEAUTIFUL tendency to screw it up. Just check it and add rotate -90 to the sequence.

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PostPosted: Thu Feb 24, 2005 5:22 am 
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Damn dude its my first one.....and its a w_model. I know jack shit about this. I'll keep working on it though. WOW.

You cursed at me......... :twisted:

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PostPosted: Thu Feb 24, 2005 5:23 am 
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hehehe. Just add rotate -90 to the sequence line and compile again. And remove that silencer ;)

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PostPosted: Thu Feb 24, 2005 5:39 am 
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will do man. LOL. Thx...

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PostPosted: Thu Feb 24, 2005 5:36 pm 
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Monkeh wrote:
Oh, and Soul, you DO check don't fix it, it has a BEAUTIFUL tendency to screw it up. Just check it and add rotate -90 to the sequence.


hmmm really? I learned this method with bullethead used it ever since never had any problems the only thing that messes up on the decompile is the phys model but you replace it anyway...


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PostPosted: Thu Feb 24, 2005 11:16 pm 
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THANKS YOUS for this tut everyone.
Many peoples were wondering how the frick to go about this,
so this is great. :D


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PostPosted: Thu Feb 24, 2005 11:26 pm 
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OK the pic us updated above. It works perfectly. The silencer is gone Monkeh.

Image

Problem: The skin on it looks like shit. cd materials is correct in the qc.
What can I do to make the skin look as good as the v_model?

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Last edited by !NC!Furious on Thu Feb 24, 2005 11:26 pm, edited 1 time in total.

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PostPosted: Thu Feb 24, 2005 11:26 pm 
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doesn't differ alot from the "old way" but well... it's a tut so:
i stickied it

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PostPosted: Fri Feb 25, 2005 12:59 am 
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Soul_Slayer wrote:
Monkeh wrote:
Oh, and Soul, you DO check don't fix it, it has a BEAUTIFUL tendency to screw it up. Just check it and add rotate -90 to the sequence.


hmmm really? I learned this method with bullethead used it ever since never had any problems the only thing that messes up on the decompile is the phys model but you replace it anyway...


Yep. You don't even need to create your own physmodel. Just import the old one, rotate it -90, assign, and scale/edit to fit.


Furious, it looks like you rotated that more than 90 degrees in Milkshape. Don't.

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PostPosted: Fri Feb 25, 2005 1:19 am 
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i rotated many times to get it into the same position as the original . thought I was supposed to do that


?

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PostPosted: Fri Feb 25, 2005 1:25 am 
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You are, but if you rotate it through more than 90 degrees you can get some serious lighting problems..

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