I Have A Dumb Question About Ms3d
Pykmi
Join Date: 2003-04-14 Member: 15473Members
<div class="IPBDescription">Really simple, easy question i guess</div> Okay, well I had a sudden urge to recolor all my alien chambers to look Zergish. This is what I did:
1. I opened MS3D and went to Tools->Half-Life->Decompile normal HL MDL file. Then I decompiled my ba_resourcet.mdl (which is the texture file for ba_resource.mdl)
2. I received a .qc and 2 .bmps
3. I opened Photoshop, edited the .bmp's and saved them.
4. I went to MS3D and went to Tools->Half-Life->Compile QC file.
Then I select the .qc file, and receive a 1kb ba_resourcet.mdl file. Like you may know from the size of the file, something went wrong. When I tried it ingame, it certainly worked, but well... It only had one color, and the .bmp's were pretty colorful. I also doubt I did something wrong, because all the other *t.mdl files were about 250kb.
My question is, what did I do wrong? How can I compile the texture file correctly, so I can use my skin ingame? Thank you for your effort if you answer my dumb noob question.
1. I opened MS3D and went to Tools->Half-Life->Decompile normal HL MDL file. Then I decompiled my ba_resourcet.mdl (which is the texture file for ba_resource.mdl)
2. I received a .qc and 2 .bmps
3. I opened Photoshop, edited the .bmp's and saved them.
4. I went to MS3D and went to Tools->Half-Life->Compile QC file.
Then I select the .qc file, and receive a 1kb ba_resourcet.mdl file. Like you may know from the size of the file, something went wrong. When I tried it ingame, it certainly worked, but well... It only had one color, and the .bmp's were pretty colorful. I also doubt I did something wrong, because all the other *t.mdl files were about 250kb.
My question is, what did I do wrong? How can I compile the texture file correctly, so I can use my skin ingame? Thank you for your effort if you answer my dumb noob question.
Comments
The .bmp's were in indexed colour mode btw.
Yupp.. HLMV is the reskinners holy grail.
you need to put in:
$externaltextures (if its not there, milkshape sometimes leaves some commands out)
$cliptotextures (to stop milkshape re-sizing the textures during the compile)
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