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https://www.youtube.com/playlist?list=PLZavzoXLqZCrBTDKQ-ywmWx1chsPOEDOI
Unfortunately, the format/requirements for a SFM model and Halflife model are not the same. So I apologize if I wasted your time posting the response I did.
Use the download link in the official group page.
// Created by Crowbar 0.51.0.0
$modelname "valve/models/big_rock.mdl"
$cd "."
$cdtexture "."
$cliptotextures
$scale 1.0
$bodygroup "studio"
{
studio "big_rock_large_rock_reference"
}
$flags 0
$cbox 0 0 0 0 0 0
$bbox 0 0 0 0 0 0
$hbox 0 "GeoSphere01" -15.66 -16.530001 -16.93 15.66 16.530001 16.360001
$sequence "idle1" {
"big_rock_anims\idle1"
fps 30
}
Is there a guide out there witch explains what these commands do? And what things would I need to change to set it to my model? I'd like the model to sort of behave like the H.E.V. suit item in Half-Life, right now I want to worry about getting the model with 1 animated sequence named idle into the game so I can at least see it in the game, and worry about all the c++ coding stuff later. Sry if I'm bombarding you with questions.
https://steamcommunity.com/sharedfiles/filedetails/?id=1579784798
From what I uderstand GoldSrc models requires the liblist.gam file instead of the gameinfo.txt file to compile. When I point BleST2.10.2 at the required file, the text box remains red. I've tried selecting the file outright, but it only brings the folder into the box.
What am I doing wrong here?
Perhaps. See the Category:QC Commands page of the VALVe Developer Community wiki for links to most QC commands. Of course, some of them only work with Source, not GoldSrc, but still.
Anyway, of the things in that QC file:
$ModelName is the file-path and -name of the compiled model, relative to the "root" of the models folder. (I'm not quite sure how this works for GoldSrc, but it works that way for Source.)
$CD is for the directory of which to load SMD and other such files from when compiling the model. For Source, this defaults to where the QC file is. For GoldSrc, I don't know if it has a default, but if you just leave it set to ".", it'll be the folder that the QC file is in, too.
$CDTexture and $ClipToTextures seem to be related to turning BMP files into GoldSrc textures when compiling a model. These functions are not available for Source, though, and I've never made anything for GoldSrc, so I have no idea how this works.
$Scale changes the size of imported SMD files and such (but not VTA files; not for Source, at least). For Source, this defaults to 1.0 (which means 100% size). I don't know if it has a default for GoldSrc, so just leave it set to 1.0 in the QC file. It should be set before loading any SMD files or such (unless you're okay with the default, if there is a default).
$BodyGroup allows you to swap out any listed option with any other listed option in the same group. For example, Team Fortress 2's Engineer uses this for his right forearm, with his main body not having the right forearm, and with a bodygroup for just the right forearm, with the first(/default) option being his normal right forearm and orange/yellow glove, the second option being his Gunslinger weapon (mechanical hand), and the third option being invisible (used for arm-covering other things, like certain cosmetics and the Short Circuit weapon). I personally highly recommend using $Body instead of $BodyGroup if you don't want changeable options, as...
$Flags is presumably for setting some flags on the model. For example, in Source, whether a texture repeats or "stretches" if UV mapping goes outside the texture is determined by "flags" that are set in the texture. (As far as I'm aware,) $Flags is not a command in Source, however, so I don't know what impact it has on a model. I don't even know if $Flags is for the model itself or for its textures.
$CBox and $BBox have something to do with collisions. (Not ragdoll physics collisions.)
$Sequence is for adding a sequence to a model. In Source, a model must have at least 1 sequence to be compileable, so I think that the same probably holds true for GoldSrc. One can often use one of the mesh SMD files for $Sequence in Source, so I also think that that's the same for GoldSrc. (A sequence is an animation... although in Source, $Animation is for advaned sequence stuff, so calling a sequence an "animation" may be confusing, even if it's correct.) A sequence (and an animation) doesn't have to be animated. It can be static if you don't want the model to do anything special.
Edit: $HBox is for hit-boxes (which are the things that "hitscan" weapons and such can hit). I forgot to mention that when writing this comment at first.