Counter-Strike: Condition Zero

How to make world models for any goldsource game

How to make world models for any goldsource game

How to make world models for any goldsource game Tutorial screenshot

How to make world models for any goldsource game

Stuff you need for this tutorial:

-JHLMV

-A compiler and decompiler

-Milkshape 3D (Milky)

-Basic knowlage of JHLMV and Milky

Making world (W_) models for gold source engine is an easy thing once you get the hang of it. In this tutorial I will try to explain to you in the simplest way I can. I will be making a world model for the default xm1014 in Counter Strike: Condition Zero.

Okay, here we go: First, find the default w_model (in my case- w_xm1014), create a new folder and put the file in it (make sure you remember where you put it). Decompile the model with JHLMV (Tools>Decompile model). Next, find the v_model of the model that you want to make the world model from (in my case v_xm1014) and do the same thing as for the w_model.

Open Milky and import the model from the folder in witch you decompiled the world model (File>Import>Half-Life SMD...). Now, import the model that you want to be your new world model from the folder in wich you decompiled it. You will get something like this:

1_609_thm.jpg

Now, you need to place the model that you want to be your new w_model over the default. Rotate it, scale it, move it. This is what i got (and what it should look like):

2_358_thm.jpg

Now delete the base model (the first model you imported) and go to the "Joints" tab. There should be only one bone. Double-click it, go to the "Groups" tab and select all the groups. Now go back to the "Joints" tab and click "Assign"

3_181_thm.jpg

Finaly, export the model in the folder with the original w_model in it (File>Export>Half_Life SMD...), Compile (Tools>Half-Life>Compile QC File...) - Done.

4_122_thm.jpg

A few notes: *Make sure you have the textures (.bmps) from the model that you want to be your w_model in the world model folder.

*If you compile the model and get some tiangulation errors, import the model in Milky and enable "Smooth All" (Face>Smooth All or just press Ctrl+M), export, compile.

*You don't have to place the model EXACTLY as the base one is; get creative with it. For example, if a sniper rifle has bipods, you can make the weapon stand on them.

Any miss-spells, grammar mistakes and stuff like that, tell me so I can fix them.

If anybody actually finds this tut usefull, I might make a player model making tut. Comment bellow and tell me.

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  • Crash avatar
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    3 years ago:

    Posted by Takatalvi

    Posted by Crash

    Posted by Takatalvi You forgot to mention about the problem with the "Bad file consistency" error in cs when compiling a model bigger than the default hitbox, but anyway there's already a tut here for that.

    That only applies to player models if I'm not mistaken.

    These tuts are pretty old. I'm sure someone has made better ones already.

    I dont know about the rest of the weapons, but i get that error with the w_ models of the grenades if i make them bigger than the $hbox specified in their .qc

    Its been a while since I've done anything for goldsrc, but I'm pretty sure I've never heard of a world model consistency error. Consistency errors only happen on the player models (p_models) as far as I know.

  • Takatalvi avatar
    Takatalvi Offline
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    3 years ago:

    Posted by Crash

    Posted by Takatalvi You forgot to mention about the problem with the "Bad file consistency" error in cs when compiling a model bigger than the default hitbox, but anyway there's already a tut here for that.

    That only applies to player models if I'm not mistaken.

    These tuts are pretty old. I'm sure someone has made better ones already.

    I dont know about the rest of the weapons, but i get that error with the w_ models of the grenades if i make them bigger than the $hbox specified in their .qc

    It has been a while... avatar
    Mantra
    It has been a while...
  • Crash avatar
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    3 years ago:

    Posted by Takatalvi You forgot to mention about the problem with the "Bad file consistency" error in cs when compiling a model bigger than the default hitbox, but anyway there's already a tut here for that.

    That only applies to player models if I'm not mistaken.

    These tuts are pretty old. I'm sure someone has made better ones already.

  • Takatalvi avatar
    Takatalvi Offline
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    3 years ago:

    You forgot to mention about the problem with the "Bad file consistency" error in cs when compiling a model bigger than the default hitbox, but anyway there's already a tut here for that.

    It has been a while... avatar
    Mantra
    It has been a while...
  • G-Ku avatar
    G-Ku avatar Offline
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    4 years ago:

    Well...call me with a cellphone when you will publish any other tut about compiling (ex:how to add an aimpoint or anything other to a gun)....My number is +355683356954!

    10/10

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    Mantra
    Duty S.T.A.L.K.E.R!
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    5 years ago:

    @L96KiTTY

    You're supposed to divide the model into seperate .SMDs. Simply select a part of the model (make sure it has less then 1500 triangles) and export it as a .smd. Do that for every part of the model and edit the .qc script afterwards.

    Here is a tutorial about it (http://www.gamebanana.com/tuts/10111). Its a bit messy, but you should understand. I might make a better one one of these days.

  • L96KiTTY avatar
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    5 years ago:

    hey can you hel mine says the model has to many verticles what should i do?

    Bananite
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    5 years ago:

    @ak88

    Woah! Somebody still cares abouot this stuff? Maybe I'l make one these days. Didn't you make one on the old CS section? :D

  • kalasnikov88 avatar
    kalasnikov88 Offline
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    5 years ago:

    what about p models ?

    Soldier of fortune
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    5 years ago:

    @Narb

    Not really, this place is dead as disco.

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Member Joined 7 years ago

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Crash

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Compiling

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Counter-Strike: Condition Zero
Counter-Strike: Condition Zero

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Genre
Compiling
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Intermediate

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Date Added
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Feb 7 2011 @ 3:36pm UTC
Date Modified
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Jul 10 2011 @ 8:44am UTC

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