Counter-Strike: Condition Zero

How to make world models for any goldsource game

This is a Tutorial for Counter-Strike: Condition Zero submitted by Crash.

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How to make world models for any goldsource game

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
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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
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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

    Duty S.T.A.L.K.E.R! avatar
    Mantra
    Duty S.T.A.L.K.E.R!
  • Crash avatar
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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
  • Crash avatar
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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
    Member Joined 8 years ago
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    5 years ago:
    what about p models ?
    Soldier of fortune
  • Crash avatar
    Crash avatar Offline
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    5 years ago:
    @Narb

    Not really, this place is dead as disco.

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cR45h
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Feb 7 2011 @ 3:36pm UTC
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