4/17/2024 0 Comments Half life 1 texture pack file typeSome games/mods have the default set to "gl_max_size 512" allowing for 512X512 model textures to be displayed properly. To be sure you can display higher, open the console and type "gl_max_size". Keep in mind that many goldsrc games by default restrict the maximum displayed texture dimensions to 256X256. The maximum vanilla goldsrc texture dimensions are 512X512. This means a chosen pallete limit of 256 colors achieved through pallete conversion methods and/or dithering.ģ) Valid texture dimensions are in multiples of 16 though its recommended that you have them created in powers of 2 since by default most GoldSrc games do GL texture resizing for non-power2 textures (to disable this use gl_round_down "0" in console or config ). Because of this, hard vertex weighting favors larger distances between moving loops when it comes to limb deformations.Ģ) Textures must be indexed 8bit BMP format. This has to be taken into consideration as you model topology to minimize stretching. Mesh and texture limits you need to know:ġ) Models use rigid vertex weights meaning there is only 1 weight per vertex. The maximum limits of a whole mdl file are: SMD files and specify the meshes in the QC. To overcome the vertex/triangle limits, you must break the model into separate. Smd's have to be made within limits or the program that compiles them "studiomdl.exe" will not work. max scene files are found in the Half-life SDK (downloaded through steams "tools" tab). Half-Life models were originally made with 3DStudio max and many sources &. This is because GoldSrc began as the Quake1 engine). These SMD files and the BMP textures that comprise your model are compiled together by a QC file (Quake compile code for short. Meshes in GoldSrc models are in a format called SMD (studio model data). This tutorial begins with limits and texture preparation then will branch into the three modelling programs, then converge in the final chapter that is QC code and compiling.įirst I will explain some key things you need to know about GoldSrc models. This will not teach you how to 3D model, texture or UV unwrap. This tutorial covers exporting models using 3DStudio Max, Blender, MilkShape 3D, kHED & Maya. Throughout the rest of the guide, I'll end up explaining what most of them do.Hello, and welcome to the GoldSrc model exporting tutorial. If you wish to simply copy my settings, feel free to. This is my recommended userconfig for Half-Life. (Make sure you replace the "txt" extension with the "cfg" extension.)Īny commands you put in here will be executed when the game starts up, or when you apply settings in the options menu. If it does not exist, create it by making a new text file and renaming it to " userconfig.cfg"!
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