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Jeds half life model viewer
Jeds half life model viewer









jeds half life model viewer

qc file:Ĭode: Select all $modelname "props_sdk/myfirstmodel.mdl" I open GuiStudioMDL, and compile my model with the following. I go to valvesource > Export smd, and export the necessary smd files.ġ1. I save my UV mesh as "myfirstmodel.vtf", which is under "C:\Program Files\Steam\steamapps\knucklesfrantic243\half-life 2 episode one\episodic\materials\models\props_sdk"ġ0. In the texture editor, i click Edit, and then go to "Stamp UV Mesh"ĩ. In the 3D view, i select a face with the Raycast-select tool, then in the texture editor i click the Planar-subprojection button, then click "Best fit". I press ALT + 7 to open the texture editor.ħ. Under Texutre Projection, i click New, then i click "Unique UVs (polymesh)Ħ. I select "myfirstmodel.vtf", which is under "C:\Program Files\Steam\steamapps\knucklesfrantic243\half-life 2 episode one\episodic\materials\models\props_sdk"ĥ. Under Image, next to nolcon_pic, i click New, then "New from file"Ĥ. I select my cube, and go to Get - Texture, and then i click image.ģ. I make a simple cube, with a length and height of 128 units.Ģ. You may experiment with this.Every single fucking time i try to make a model, it ends up being checkerboard textured in model viewer, and in hammer. This comes at the risk of unwanted effects. (E.g.: Barney has two activity states for drawing/holstering his gun.) Checking this flag disables this behaviour, causing a smoother transition from the end of the sequence to the monster picking up its AI again, in the sense of visual appearance and monster action. These can be different attacks, movements into different directions, the monster flinching from the impact of an attack, dying or doing anything it can do. Activity means the very action the monster is doing in a moment. The monster will appear to suddenly start its next action/animation of its own common AI behaviour, depending on the circumstances. This means, that its recent activity will be stopped and no animation interpolation will be done.

jeds half life model viewer

(E.g., an animation of the monster jumping ahead a few meters) This flag prevents the animation from causing the monster to get moved.Ģ56 : " No reset entity ": By default, the monster is 'reset' after the sequence ends.

jeds half life model viewer jeds half life model viewer

With this set, the sequence will start even when the monster is under attack by something.ġ28 : " No script movement ": Certain target animations cause the monster to change its position. The monster can take damage, but won't die.Ħ4 : " Override AI ": Forces the monster to start the sequence regardless of its state. 8 : " Leave Corpse ": If the action animation is a death animation, causing the monster to die, the corpse will not fade out.ģ2 : " No Interruptions ": The sequence will not end unless the monster finishes it.











Jeds half life model viewer