Pick up the crowbar of research scientist Gordon Freeman, who finds himself on an alien-infested Earth being picked to the bone, its resources depleted, its populace dwindling. Freeman is thrust into the unenviable role of rescuing the world from the wrong he unleashed back at Black Mesa. And a lot of people, people he cares about, are counting on him.
In this tutorial, you will learn how to export a model to a source mdl with CannonFodder's StudioCompiler.
Posted by exetheanimator on Apr 7th, 2008
Intermediate Starting a mod.
So, first, most important thing you will need is StudioCompiler, which is a software that give StudioMDL and Vtex a GUI.You can download it here : Chaosincarnate.net
Once you downloaded it, you have to extract the files in :
C:/Program Files/Steam/steamapps/username/sourcesdk/bin/ep1/bin.If you have any bug, go to
C:/Program Files/Steam/steamapps/username/sourcesdk/launcher/GameInfo.txt, open it, and change ToolsAppid from 211 to -211, this should work(I hope).
So, once you done all these steps, create a shorcut of Studiocompiler on your desktop, and open it, you should have this :
This screenshot shows the model compile tab.This is the graphical interface for studioMDL.
For this tutorial I will use a table i made.(or you own model).After having exported the 3 SMD's (table_ref, table_phys, table_idle), you have to type table.mdl in the Compiled Model File. and drag the table_ref in Reference SMD.Set the Model Type to prop_static, in Sequences, check "Use reference SMD", and in collisions, drag the table_phys SMD.
you should have this :
Then, click compile!
You model is now ready for source, you can click view model in StudioCompiler to open HLMV(Half-Life Model Viewer) and see...that there are no any textures !!
So let's texture !^^
Go into the material compile tab in StudioCompiler.In shader choose the shader VertexLitGeneric if you want a model texture or LightMappedGeneric for a map texture.Same thing in Compiled Material Directory , choose materials/models for models and materials/ for map textures.
in our case we will choose VertexLitGeneric, choose material/models, and type table under Compiled material directory.Then drag your TGA textures in Materials.
You should have :
Then Click Compile.If it works, you should have this :
(Sorry for mistake)After having compiled your textures, go back to the Model Compile tab, and click again compile.Click on View Model, click File -> Load model..., and type table.mdl and there you should have your beautiful model !