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| Hand Models http://splak.net/forum/viewtopic.php?f=3&t=1217 |
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| Author: | PePTo [ Mon Feb 25, 2008 1:26 pm ] |
| Post subject: | Hand Models |
Somebody that knows what they're doing want to hook me up with the actual models to put in my czero directory (or wherever they'll have to go) with these hand models?: http://www.fpsbanana.com/skins/26376 I've tried to read how to do it but i'm fucking flustered. |
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| Author: | cornholio [ Mon Feb 25, 2008 2:48 pm ] |
| Post subject: | |
You need model viewer, then you just simply replace the gun model's hand model with your own hand model's. |
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| Author: | PePTo [ Mon Feb 25, 2008 3:18 pm ] |
| Post subject: | |
easy to spell.. wish I could say the same about the DO phase.. |
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| Author: | cornholio [ Mon Feb 25, 2008 4:53 pm ] |
| Post subject: | |
l-o-l |
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| Author: | VMAN [ Mon Feb 25, 2008 6:41 pm ] |
| Post subject: | |
yea, you're gonna have to do 'em all manually, might even have to resize, then recompile .mdl, it takes a while but it looks 1337 |
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| Author: | PePTo [ Wed Feb 27, 2008 8:29 pm ] |
| Post subject: | |
guess no1 has those programs already? Would earn you major cool points to post them up here for people (including myself) to use! |
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| Author: | VMAN [ Wed Feb 27, 2008 8:50 pm ] |
| Post subject: | |
Jed's Half-Life Model Viewer Project Page: http://www.wunderboy.org/apps/jhlmv.php Download: http://www.wunderboy.org/download.php?f ... up.zip&s=2 .MDL Compiler: http://www.wunderboy.org/download.php?f ... .3.zip&s=2 .MDL Decompiler: http://www.wunderboy.org/download.php?f ... 12.zip&s=2 Basically, you just export the hand bitmap file out of the MDL (its usually named handfinal256.bmp), resize your new hand bitmap the same as the old one (if it already isnt), rename it the same (if it already isnt), import it, save, and place in your models folder xD |
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| Author: | VMAN [ Wed Feb 27, 2008 9:04 pm ] |
| Post subject: | |
if you want, ill be glad to do em for you, tell me which weapons you want, if you want it on custom weapon skins, send me those too |
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| Author: | MakeshiftPatriot [ Wed Feb 27, 2008 9:11 pm ] |
| Post subject: | |
vman to the rescue...cue superman music |
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| Author: | cornholio [ Wed Feb 27, 2008 9:26 pm ] |
| Post subject: | |
You don't have to do soo much crap, I remember just using model viewer and replacing the the hands on the models with custom hands. |
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| Author: | Display [ Wed Feb 27, 2008 9:46 pm ] |
| Post subject: | |
aye, just import it in with the model viewer - cut steps 2, 3, 4, and 5 out. |
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| Author: | The Wonderguy [ Thu Mar 06, 2008 5:12 pm ] |
| Post subject: | |
Alright, modding the textures of a model is where a lot of peeps get confused. Yes, the hand texture is just supposed to be a picture. Because its just a texture, not a model. First you'll need this...(Jed's HLMV) http://chumbalum.swissquake.ch/hlmv/ 1. First, open your model with the hlmv. 2. Click the "textures" tab on the selection bar. 2. There is a texture selection tab. Click this. 3. Click the texture "handfinal256" 4. Click "import texture" and find the hand texture u DL'd. 5. Click "File" then "save as" and save the model in the name of the weapon u were using with a "v_" in front of it. For instance, if u were changing the hand texture on an mp5 model, you would save it as "v_mp5". Or if you were using a bullpup (aug) you would save it as "v_aug". 6. Place the model into your models folder and enjoy.[/b] Hope that helps you Pep. ERROR THAT YOU MAY GET WHEN CHANGEING TEXTURES A very common error that you can get is "Bmp must be same size as the original" This means that the texture you've selected is not the correct size (Size as in pixels) For example: I have an M4a1 model with the ORIGINAL texture is 512 x 512. The texture I've selected is 512 x 510. This will not work, and you will get the error. The best way to fix this is by editing the size of your texture. If the texture is too big: I suggest using paint to to slighty shrink the texture manually. This may take a couple of tries, so use a copy of the selected texture. If the texture is too small: Use photoshop to stretch it out to the correct pixel size. |
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