This tutorial was made as a resource for people new to moding Half-Life 2. In this tutorial you'll be introduced to steam and the Half-Life Model Viewer. More advanced users can safely skip this tutorial.
Posted by Deathwish7319 on Feb 3rd, 2006 digg this super bookmark
Basic Management.
[page=Setting up and the HLMV]
Table of Contents
1.0 Introduction
1.1 How To Use This Tutorial
1.2 Goals
2.0 Setting Up
2.1 Setting up steam
3.0 Viewing Models
3.1 Half-Life Model Viewer
3.2 Navigating HLMV
1.0 Introduction
This tutorial was made as a resource for people new to moding Half-Life 2. In this tutorial you'll be introduced to steam and the Half-Life Model Viewer.
1.1 How To Use This Tutorial
* Information will be typed as black
* Red text will give you instructions
* Warnings are in blue
1.2 Goals
* Grasp the concept behind the SDK
* Understand what's going on behind the scenes
* Learn how to switch between games
* View models
* Get around HLMV
2.0 Setting Up
2.1 Setting Up Steam
Steam is required when any work with the model viewer, studiomdl, vtex etc. if it is not open none of the processes will work.
Open Steam and download the Source SDK under tools
Steam will download any updates or replace any missing files automatically when you open up any program.
This menu allows you to quickly, and easily access important programs vital to creating your own content.
1. Hammer Editor - This is the level editing program.
2. Model Viewer - This allows you to preview models outside on an in game environment.
3. Face Poser - This program deals with lip sync and facial animation.
4. Release Notes - All information on patches.
5. SDK Reference Docs - Reference for the SDK, this page is a little outdated but is still a helpful resource.
6. Create a Mod - This program will allow you to make a folder dedicated to your mod. This way you wont be adding to any current games (Counter-Strike, HL2DM, etc.)
7. Refresh SDK Content - This command will update Steam so it has the correct listing of your games
8. Reset Game Configurations - This will reset all your game configurations to default.
The Current Game drop down box is very important since it switches in the settings for the game you have selected. When you change games, it actually changes a system environment variable, called "Vproject".
You must have administrative access to change environment variables, if this variable does not change you will be stuck using one game and will have difficulties with settings.
I have had issues where my mod would not show up in the drop down box; luckily, Valve has included Vconfig to allow us to configure these manually. Here, you can add a new game, or edit an existing. The directory should be the folder that contains the file gameinfo.txt
On my current project, I have found that when adding the project to the list will default a folder below the one you selected. To correct this I type it in manually.
3.0 Viewing Models
3.1 Half-Life Model Viewer
Now that you have Steam configured properly, you can now view models inside the Half-life Model Viewer (HLMV).
Select a game that you'd like to view models from in the Current Game drop down box
Open up model view from the Source SDK window.
Choose File > Load Model.
This will bring up a list of folder contained in the game's root/models folder (To learn about the folder structure, read the Basics II tutorial.)
Locate the file: Buggy.jpg and double-click it
The buggy model should now appear in the view.
3.2 Navigating HLMV
The controls for HLMV are fairly simple, a list of controls can be found in
Help > About
Controls
Left Click - Rotate View
Shift - Left Click - Pan
Right Click - Zoom
CTRL - Left Click - Move light source
1. These tabs allow you to work with other elements of the mesh
2. This drop down box allows you to choose how the model will be rendered
3. These checkbox's will show certain elements of the model.
4. Allows you to see the current Phys box
Play around with the viewer, get used to it's controls and see what each checkbox does.
[page=Structures and Workflow]
Table of Contents
1.0 Introduction
1.1 How to use this tutorial
1.2 Goals
2.0 File Types
3.0 Folder Structure
4.0 Process
4.1 Utilities
4.2 Workflow
1.0 Introduction
This tutorial expands on the Basics tutorial and teaches more of the importing process and file types.
1.1 How To Use This Tutorial
* Information will be typed as black
* Red text will give you instructions
* Warnings are in blue
1.2 Goals
* Grasp the concept behind the SDK
* Understand what's going on behind the scenes
* Learn how to switch between games
* View models
* Understand File types
2.0 File Types
SMD
These files are created by the XSI exporter, there are 4 different kinds of these files and the engine handles them differently. Model files are references for the basics of the mesh, Skeletal Animation only exports the animation of the deforms, Phys box will export the mesh to be used for the collisions, and vertex animation which is used for facial animation.
Created with XSI.
QC
This is where studiomdl.exe gets its information to compile the .mdl file. This file contains information such as the name of the .mdl, scale, animations, poses, Additional QCI's, and the location of the SMD's.
Created with Notepad.
QCI
These are essentially QC's but they can be referenced from the QC. These basically organize the code into separate files for easy reference.
Created with Notepad.
VMT
These files are referenced from the engine to create shaders. This file will contain the location of your texture, if there is an alpha, normal map, and reflectivity map plus the location of each.
Created with Vtex, edited with Notepad.
When creating a file with a an extension other than TXT, make sure that the filename is correct. Sometimes a file may look like the extension is QC, but it's actually a TXT extension. To fix this problem, locate the file. In explorer go
Tools > Folder Options > View
Under the Hidden Files and Folders directory, uncheck "Hide extension for known file types."
3.0 – Folder Structure
Having a clean, organized file structure will help you with maintaining a workable environment and also make things easier when compiling multiple files together. This file structure is not required (since you define the location of files in the QC) but I highly suggest you use it.
Download the Excel Spreadsheet
Root - This folder contains all subdirectory's used. This is also where you place your QC file.
ModelSRC - This is where your exported SMD's from XSI are placed
Models - Studiomdl will create all files need for the engine in here.
MaterialSRC - Place your texture files in here, Vtex creates the TXT file
Materials - This is where Vtex will put the VMT and VTF files.
Create a folder system inside the game you which to modify.
From now on, I will be using my own file structure. If you've created your own then the locations of the files will change, but the instructions still apply.
4.0 - Process
4.1 - Utilities
XSI - The 3D package Valve used to create Half-Life 2, you can download Mod Tools (basically a demo version of XSI that includes the exporter) or get your hands on version 4.2 which comes with the exporter right out of the package.
Photoshop - The leading paint program, this is an industry standard.
Vtex - Converts TGA's to VMT and VTF. Will also create a TXT file in the same directory as your TGA's. This is located in the /Root/Bin folder.
Studiomdl - This compiles all your work into one MDL that will be used by the game engine. This is located in the /Root/Bin folder.
4.2 Workflow
To convert your own custom assets to a form that Half-Life 2 can understand requires the use of two programs. These programs are both located in the bin folder of your root directory and are called VTex.exe and StudioMDL.
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Wow at the risk of sounding really stupid, this far a fairly easy way to learn how these guys do what they do. Thanks!
Where on hlmv has it got a drop down menu? to selet a game i cant find it anywhere
The dropdown is actually in the SourceSDK window itself, not in the HLMV.
where do i downlaod steam from
well i got steam but under the tools tab it dosent have source sdk. there is only dedicated server and source dedicated server
Yeh, Theres No Source SDK, Only Source Dedicated Server And Dedicated Server And The Ship Dedicated Server, To Get Source SDK Do We Need To Own Half-Life/2?
Steam Can Be Downloaded From www.steampowered.com
Can I Suggest An Edit To The Tutorial With An Extra Bit At The Start That Tells Us What Programs We Need And Where To Get Them (If Freeware Like Steam, Otherwise Just The Name..) Would Make It Easier..
Example;
•Own Cpoy Of Half-Life
•Steam
•Photoshop..
•Etc..
I Read The Text Version, You Need Half-Life2 Or Watever You Are Creating The Mod For..
fasfas
:notice:type sdk in steam search bar. and download
:notice:
Thank You ^^
just what i was looking for, good job!
hey im creatin my mod and since im newb im really lost, i created my map first of all and i got the thirdperson view for a test and guess what? im invisible D: how do i do to "exist" like.. how do i become a real character?
hey guys, im making a mod and i need some help. when i click on multyplayer, theres nothing there...how do i get like spray/name edit/ crosshair and stuff like that?? also, how do i change the menu background, the default is the Lost Coast background. i wana change it to a custom one...message me back PLEASE!