Modeling....
RyenDeckard
Join Date: 2003-02-16 Member: 13621Members, Constellation
<div class="IPBDescription">With Hammer?</div> Thats right, and its not hard either! All you need is a basic knowledge of hammer, so almost anyone could do it!
Hammer was ment to be a mapping tool, but as we can see it is being transformed into a muiltmedia device capible to creating models and levels, (and with the hl2 release animations!) maby soon, textures code anything!
Now trust me when i say that modeling with hammer is extreamly easy! While low poly, it does get the job done for half-life, quake 1, quake 2, quake 3 ect. So dont expect to do anything nere 3ds max or maya.
First you will need gmax to view the models and skin them.
<a href='http://www.discreet.com/products/gmax/' target='_blank'>Download here</a>
Now first i suggest you use a colored texture, blue, red, green ect. and assign each solid its own color (makes it easier to spot out)
<a href='http://ff.city-17.net/other/colors.wad' target='_blank'>Download the wad file here (not ziped!)</a>
Now ill start out with a basic boxy weapon, because this area is where your basic knowledge comes in. Also the remember that the rules of mapping only limitedly apply here (invalid solid structures carry over to gmax and milkshape.)
<img src='http://ff.city-17.net/other/tut1.jpg' border='0' alt='user posted image'>
Now you see my gun pwns all others (Its just a tutorial, you should make a better one <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->)
Now once you are finished with your gun, click on file and go down to export to .dxf
<img src='http://ff.city-17.net/other/tut2.jpg' border='0' alt='user posted image'>
now just click on that button, chose a folder and a name for your weapon model and then open up gmax, go to file then down to import and chose the file
<img src='http://ff.city-17.net/other/tut3.JPG' border='0' alt='user posted image'>
Now the default isnt .dxf make sure you know this!
<img src='http://ff.city-17.net/other/tut4.JPG' border='0' alt='user posted image'>
Remember to have completly replace on!
<img src='http://ff.city-17.net/other/tut5.JPG' border='0' alt='user posted image'>
Another scrren will come up, DONT F*** WITH THIS ONE! just click on and DONOT MAKE ANY CHANGES!
<img src='http://ff.city-17.net/other/tut6.JPG' border='0' alt='user posted image'>
and there you have it, your first (Hammer) model!
<img src='http://ff.city-17.net/other/tut7.JPG' border='0' alt='user posted image'>
now makeing it compatible with half-life is another thing, im not even sure how to export it so milkshape can read it! if someone can tell me it would be appriciated.
Hammer was ment to be a mapping tool, but as we can see it is being transformed into a muiltmedia device capible to creating models and levels, (and with the hl2 release animations!) maby soon, textures code anything!
Now trust me when i say that modeling with hammer is extreamly easy! While low poly, it does get the job done for half-life, quake 1, quake 2, quake 3 ect. So dont expect to do anything nere 3ds max or maya.
First you will need gmax to view the models and skin them.
<a href='http://www.discreet.com/products/gmax/' target='_blank'>Download here</a>
Now first i suggest you use a colored texture, blue, red, green ect. and assign each solid its own color (makes it easier to spot out)
<a href='http://ff.city-17.net/other/colors.wad' target='_blank'>Download the wad file here (not ziped!)</a>
Now ill start out with a basic boxy weapon, because this area is where your basic knowledge comes in. Also the remember that the rules of mapping only limitedly apply here (invalid solid structures carry over to gmax and milkshape.)
<img src='http://ff.city-17.net/other/tut1.jpg' border='0' alt='user posted image'>
Now you see my gun pwns all others (Its just a tutorial, you should make a better one <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->)
Now once you are finished with your gun, click on file and go down to export to .dxf
<img src='http://ff.city-17.net/other/tut2.jpg' border='0' alt='user posted image'>
now just click on that button, chose a folder and a name for your weapon model and then open up gmax, go to file then down to import and chose the file
<img src='http://ff.city-17.net/other/tut3.JPG' border='0' alt='user posted image'>
Now the default isnt .dxf make sure you know this!
<img src='http://ff.city-17.net/other/tut4.JPG' border='0' alt='user posted image'>
Remember to have completly replace on!
<img src='http://ff.city-17.net/other/tut5.JPG' border='0' alt='user posted image'>
Another scrren will come up, DONT F*** WITH THIS ONE! just click on and DONOT MAKE ANY CHANGES!
<img src='http://ff.city-17.net/other/tut6.JPG' border='0' alt='user posted image'>
and there you have it, your first (Hammer) model!
<img src='http://ff.city-17.net/other/tut7.JPG' border='0' alt='user posted image'>
now makeing it compatible with half-life is another thing, im not even sure how to export it so milkshape can read it! if someone can tell me it would be appriciated.
Comments
Ok, I tried the MS3D DXF Import and crashed several times...
I saw some time ago a Modelling in VHE tutorial on the old DoD forums, but it doesn't exist anymore... :\
Well, you should model in a modelling program, the results will be better...
Also i dont have 3dsmax, and frankly i hate how it doesnt have units, units make models fit better <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
And yes, i do belive you should model in a modeling program , but hammer is great for noobies in modelin.
<img src='http://ff.city-17.net/other/adgar.JPG' border='0' alt='user posted image'>
Its a great idea. and I think modelling in Worldcraft/VHE will give better reszlts as in milkshape because of the gridclip so you dont have no unfitting polies anymore. on the other side the model will look pretty boxy but who cares: your map is alos made out of boxes ^^
only as information: dxf is an translation filetype for 3d systems. it saves informations about points, lines, curves and resulting faces.
and yes, I like the unit system too much. 3dmax models tend to have severall unfitting parts that let the gun look more unrealistic.