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Post tutorial Report RSS How To Simply Rig A Counter Strike 1.6 Player Model For Half Life

In This Tutorial I Will Show You How To Rig Any Player Model From Counter Strike 1.6 Or Condition Zero To Work As A Human Grunt In Half Life

Posted by on - Basic Props Modelling

You will need the following:

Milkshape 3D

A CS 1.6 Player Model of your choice

Now For This To Work, Download one of these files: Hl.gamebanana.com or Hl.gamebanana.com

=============================================================================

Step 1: Goto to your destop and make a new folder

Step 2: Open Milkshape 3D and De-compile your CS 1.6 Player Model that you have extracted inside the new folder on your destop MAKE SURE YOU HAVE EXTRACTED THE REFERANCE, ALL TEXTURES AND THE .QC FILE...

Step 3: Now De-compile the model called hgrunt.mdl that you have extracted inside the new folder on your destop MAKE SURE YOU HAVE EXTRACTED THE REFERENCES, ALL TEXTURES, THE SEQUENCES AND THE .QC FILE...

Step 4: Inside the folder that you have made on the destop there should be 2 .qc files open both with notepad or wordpad

Inside the hgrunt.qc it should look like this:
$modelname "C:\Users\Owner\Desktop\New folder\hgrunt.mdl"
$cd "\Users\Owner\Desktop\New folder\"
$cdtexture "\Users\Owner\Desktop\New folder\"
$cliptotextures

$scale 1.0

$eyeposition 0.000000 -0.000000 73.000000

// 3 attachments
$attachment 0 "Bip01 R Hand" 32.000000 11.000000 3.000000
$attachment 1 "Bip01 R Hand" 0.000000 0.000000 0.000000
$attachment 2 "Bip01 Head" 0.000000 0.000000 0.000000

// 1 bone controllers
$controller 0 "Bip01 Head" XR -70 70

// 23 hit boxes
$hbox 3 "Bip01 Pelvis" -5.159000 -4.884000 -7.425000 4.400000 6.116000 7.425000
$hbox 10 "Bip01 Pelvis" -5.159000 6.116000 -7.425000 4.400000 7.590000 7.425000
$hbox 6 "Bip01 L Thigh" 2.926000 -4.059000 -3.399000 19.976000 5.368000 3.641000
$hbox 6 "Bip01 L Calf" 0.418000 -4.367000 -3.124000 19.360001 4.400000 3.234000
$hbox 6 "Bip01 L Foot" 1.760000 -3.564000 -2.904000 6.303000 9.383000 3.487000
$hbox 7 "Bip01 R Thigh" 2.717000 -4.059000 -3.476000 19.942999 5.368000 3.718000
$hbox 7 "Bip01 R Calf" 0.341000 -4.367000 -3.124000 19.360001 4.334000 3.267000
$hbox 7 "Bip01 R Foot" 1.760000 -3.564000 -2.904000 6.303000 9.383000 3.487000
$hbox 3 "Bip01 Spine1" -3.575000 -6.050000 -6.050000 5.313000 6.050000 6.050000
$hbox 2 "Bip01 Spine2" -0.066000 -6.083000 -8.349000 8.800000 7.700000 8.349000
$hbox 2 "Bip01 Spine3" -2.475000 -7.491000 -6.941000 7.150000 5.599000 6.941000
$hbox 2 "Bip01 Neck" -3.421000 -1.650000 -3.300000 2.255000 3.850000 3.300000
$hbox 1 "Bip01 Head" -0.363000 -4.290000 -2.530000 6.490000 3.630000 2.530000
$hbox 11 "Bip01 Head" 2.490000 -4.290000 -3.530000 8.010000 3.300000 3.530000
$hbox 4 "Bip01 L Clavicle" 1.034000 -3.168000 -4.543000 5.984000 4.708000 3.850000
$hbox 4 "Bip01 L UpperArm" -2.376000 -2.574000 -2.816000 12.716001 3.751000 2.618000
$hbox 4 "Bip01 L Forearm" 0.649000 -1.991000 -2.409000 11.825000 3.124000 2.651000
$hbox 4 "Bip01 L Hand" -0.145421 -2.093322 -2.462383 5.349190 2.286064 2.606769
$hbox 5 "Bip01 R Clavicle" 1.518000 -3.124000 -3.916000 6.259000 4.741000 4.741000
$hbox 5 "Bip01 R UpperArm" -2.068000 -2.717000 -2.376000 12.991001 3.608000 3.091000
$hbox 5 "Bip01 R Forearm" 0.484000 -2.167000 -2.574000 11.649000 2.992000 2.442000
$hbox 5 "Bip01 R Hand" -0.145421 -2.093322 -2.462383 5.349190 2.286064 2.606769
$hbox 9 "Bip01 L Hand" -17.710001 -7.150000 -20.900000 11.660001 1.650000 36.299999

$bodygroup body
{
blank
}

$bodygroup heads
{
studio "sosoldier"
studio "sosoldier2"
studio "sosoldier3"
studio "sosoldier4"
}

$bodygroup weapons
{
studio "m4a1"
studio "shotgun"
blank
}

// 82 sequences
$sequence walk1 "walk1" LX loop fps 35 ACT_WALK 1
$sequence run "run" LX loop fps 30 ACT_RUN 1
$sequence victorydance "victorydance" fps 21 ACT_VICTORY_DANCE 1
$sequence cower "cower" fps 14 ACT_COWER 1
$sequence smflinch "smflinch" fps 20 ACT_SMALL_FLINCH 5
$sequence leftlegsmflinch "leftlegsmflinch" fps 22 ACT_FLINCH_LEFTLEG 1
$sequence rightlegsmflinch "rightlegsmflinch" fps 22 ACT_FLINCH_RIGHTLEG 1
$sequence rightarmflinch "rightarmflinch" fps 22 ACT_FLINCH_RIGHTARM 1
$sequence leftarmflinch "leftarmflinch" fps 22 ACT_FLINCH_LEFTARM 1
$sequence launchgrenade "launchgrenade" fps 30 ACT_RANGE_ATTACK2 1 { event 8 24 }
$sequence throwgrenade "throwgrenade" fps 35 ACT_RANGE_ATTACK2 1 { event 7 46 }
$sequence idle1 "idle1" loop fps 30 ACT_IDLE 1
$sequence idle2 "idle2" loop fps 10 ACT_IDLE 1
$sequence combatidle "combatidle" loop fps 30 ACT_IDLE_ANGRY 1
$sequence frontkick "frontkick" fps 35 ACT_MELEE_ATTACK1 1 { event 3 13 } { event 2010 13 }
$sequence crouching_idle "crouching_idle" loop fps 20
$sequence crouching_wait "crouching_wait" fps 20 ACT_CROUCH 0
$sequence crouching_mp5 "crouching_mp5_blend1" "crouching_mp5_blend2" loop fps 30 blend XR -45 45 { event 4 1 } { event 5 3 } { event 6 5 } { event 5001 1 "50" } { event 5001 3 "50" } { event 5001 5 "50" }
$sequence standing_mp5 "standing_mp5_blend1" "standing_mp5_blend2" loop fps 30 blend XR -45 45 { event 4 1 } { event 5 3 } { event 6 5 }
$sequence reload_mp5 "reload_mp5" fps 36 ACT_RELOAD 0 { event 2 41 }
$sequence crouching_shotgun "crouching_shotgun_blend1" "crouching_shotgun_blend2" fps 20 ACT_RANGE_ATTACK1 1 blend XR -45 45 { event 4 1 } { event 5001 1 "51" }
$sequence standing_shotgun "standing_shotgun_blend1" "standing_shotgun_blend2" fps 20 blend XR -45 45 { event 4 1 } { event 5001 1 "51" }
$sequence reload_shotgun "reload_shotgun" fps 36 { event 2 41 }
$sequence advance_signal "advance_signal" fps 25 ACT_SIGNAL1 1 { event 10 7 }
$sequence flank_signal "flank_signal" fps 19 ACT_SIGNAL2 1
$sequence retreat_signal "retreat_signal" fps 25 ACT_SIGNAL3 1
$sequence drop_grenade "drop_grenade" fps 40 ACT_SPECIAL_ATTACK1 1 { event 9 32 }
$sequence limpingwalk "limpingwalk" LX loop fps 20 ACT_WALK_HURT 1
$sequence limpingrun "limpingrun" LX loop fps 30 ACT_RUN_HURT 1
$sequence 180L "180L" fps 24 ACT_TURN_LEFT 1
$sequence 180R "180R" fps 24 ACT_TURN_RIGHT 1
$sequence strafeleft "strafeleft" LX LY loop fps 50 ACT_STRAFE_LEFT 1
$sequence straferight "straferight" LX LY loop fps 50 ACT_STRAFE_RIGHT 1
$sequence dieback1 "dieback1" X fps 25 ACT_DIEBACKWARD 1 { event 11 5 } { event 2001 17 }
$sequence dieforward "dieforward" X fps 30 ACT_DIEFORWARD 1 { event 11 12 } { event 2001 19 }
$sequence diesimple "diesimple" X fps 30 ACT_DIESIMPLE 1 { event 11 3 } { event 2001 10 }
$sequence diebackwards "diebackwards" X fps 30 ACT_DIEBACKWARD 1 { event 11 6 } { event 2001 12 }
$sequence dieheadshot "dieheadshot" X fps 30 ACT_DIE_HEADSHOT 1 { event 11 1 } { event 2001 20 }
$sequence diegutshot "diegutshot" X fps 30 ACT_DIE_GUTSHOT 1 { event 11 0 } { event 2001 29 }
$sequence barnacled1 "barnacled1" fps 18 ACT_BARNACLE_HIT 1
$sequence barnacled2 "barnacled2" loop fps 30 ACT_BARNACLE_PULL 1
$sequence barnacled3 "barnacled3" fps 18 ACT_BARNACLE_CHOMP 1
$sequence barnacled4 "barnacled4" loop fps 15 ACT_BARNACLE_CHEW 1
$sequence dead_on_stomach "dead_on_stomach" fps 10
$sequence deadstomach "deadstomach" fps 10
$sequence deadside "deadside" fps 10
$sequence deadsitting "deadsitting" fps 10
$sequence repel_jump "repel_jump" fps 22 ACT_HOVER 1
$sequence repel_repel "repel_repel" loop fps 18 ACT_GLIDE 1
$sequence repel_shoot "repel_shoot_blend1" "repel_shoot_blend2" loop fps 18 ACT_FLY 1 blend XR -90 45 { event 4 0 } { event 5 2 } { event 6 4 } { event 5001 0 } { event 5001 2 } { event 5001 4 }
$sequence repel_land "repel_land" fps 20 ACT_LAND 1
$sequence repel_die "repel_die" fps 12
$sequence dragholeidle "dragholeidle" loop fps 10
$sequence draghole "draghole" fps 10 { event 1000 1 } { event 1004 20 "debris/bustflesh1.wav" }
$sequence bustwall "bustwall" fps 20 { event 1000 1 }
$sequence hoprail "hoprail" fps 22
$sequence converse1 "converse1" loop fps 14
$sequence converse2 "converse2" loop fps 14
$sequence startleleft "startleleft" fps 12
$sequence startleright "startleright" fps 12
$sequence divecover "divecover" fps 22
$sequence defuse "defuse" loop fps 14
$sequence corner1 "corner1" loop fps 14
$sequence corner2 "corner2" loop fps 10
$sequence stone_toss "stone_toss" fps 15
$sequence cliffdie "cliffdie" AX AY AZR fps 36 { event 1001 10 } { event 1000 10 }
$sequence diveaside_idle "diveaside_idle" loop fps 30
$sequence diveaside "diveaside" AX AY AZR fps 30 { event 4 10 } { event 5 12 } { event 6 14 } { event 4 24 } { event 5 26 } { event 6 28 }
$sequence kneeldive_idle "kneeldive_idle" loop fps 30
$sequence kneeldive "kneeldive" AX AY AZR fps 30 { event 4 10 } { event 5 12 } { event 6 14 } { event 4 24 } { event 5 26 } { event 6 28 }
$sequence WM_button "WM_button" AX AY AZR fps 30
$sequence WM_moatjump "WM_moatjump" AX AY AZR fps 30
$sequence bustwindow "bustwindow\" fps 24 { event 1003 15 "break" }
$sequence dragleft "dragleft" LX loop fps 28
$sequence dragright "dragright" LX loop fps 28
$sequence trackwave "trackwave" loop fps 24
$sequence trackdive "trackdive" fps 28 { event 1003 38 "switch" }
$sequence flyback "flyback" fps 25 { event 1003 30 "zap" } { event 1008 25 "weapons/electro4.wav" }
$sequence impaled "impaled" fps 10 { event 1000 1 }
$sequence jumptracks "jumptracks" fps 30
$sequence pipetoss "pipetoss" fps 30
$sequence plunger "plunger" fps 22

Now edit the hgrunt.qc file and change the following:

$bodygroup body
{
studio "your_models_reference"
}

$bodygroup heads
{
blank
}

$bodygroup weapons
{
studio "m4a1"
studio "shotgun"
blank
}

Now save and Compile and your done

Final model should come out like this!
Media.moddb.com

Enjoy your model!! :D
PS: This is my first Tutoria
l

Post comment Comments
Marceloff
Marceloff

Thanks a lot!!!
it's going to be useful for me!!!!

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SLeNd3rMaN23 Author
SLeNd3rMaN23

your welcome glad to help :D

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Demonstrator
Demonstrator

Nice guide mate!

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SLeNd3rMaN23 Author
SLeNd3rMaN23

thanks ^_^

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LastLifeOfficial
LastLifeOfficial

Great

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OsirisGodoftheDead
OsirisGodoftheDead

The title is incorrect. These models animations are from cz: deleted scenes, and are already compatible with the bone structure of cs/cz player models. This has nothing to do with rigging.

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Guest
Guest

Well ,thanks alot for this tutorial but can u help me with re-rigging hands ?? I have a problem with that!!

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SLeNd3rMaN23 Author
SLeNd3rMaN23

sure what do you need help with?

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Rinnr
Rinnr

Samw with hand rigging?

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Owenwir
Owenwir

Woah thanks a lot man ;_:
Im really needing this thing

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gumper1111
gumper1111

"Now edit the hgrunt.qc file and change the following:" What about custom model?

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