[req] Spec Ops Versions

darkflame_666darkflame_666 Join Date: 2003-12-18 Member: 24531Members
I was wondering if someone here could put spec ops hands and arms on wolf's models and make em spec ops versions.

Ill host the files, pm or email me if you can please?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

Comments

  • Owen1Owen1 Join Date: 2003-04-13 Member: 15457Members
    <!--QuoteBegin--darkflame_666+Dec 20 2003, 09:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (darkflame_666 @ Dec 20 2003, 09:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I was wondering if someone here could put spec ops hands and arms on wolf's models and make em spec ops versions.

    Ill host the files, pm or email me if you can please?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    just use hlmv

    1. take brig's guns
    2. take the spec ops arm and hands textures
    3. replace the arm and hand tex on brig's guns with the spec ops 1's
  • darkflame_666darkflame_666 Join Date: 2003-12-18 Member: 24531Members
    I tried but they wouldnt fit <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
  • Wolf_KahlerWolf_Kahler Join Date: 2002-11-29 Member: 10252Members
    It's possible they weren't compiled to not clip the textures to the mesh.

    What you could do is export the textures for the hands and arms on the gun models you want, see what size they are and resize the Spec Ops textures to fit, them import them in HLMV. Although, of course, it's possible that the meshes don't match, which would be something that would require some copying, pasting, resizing and touching-up.
  • 1219am1219am Join Date: 2003-10-10 Member: 21560Members
    This is what you do, get a good paint programme, open the textre you want to replace, and find out the size. Then, get the other ns hands and rezise them to that, save it, upload it into hlmv and save it, and your done.
  • darkflame_666darkflame_666 Join Date: 2003-12-18 Member: 24531Members
    can you guys help with it, ill upload a zip with the models, all you have to do is add the stuff and ill re-upload the new versions???
  • Owen1Owen1 Join Date: 2003-04-13 Member: 15457Members
    <!--QuoteBegin--darkflame_666+Dec 20 2003, 10:30 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (darkflame_666 @ Dec 20 2003, 10:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> can you guys help with it, ill upload a zip with the models, all you have to do is add the stuff and ill re-upload the new versions??? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    i'll be blunt... no, u gotta learn to do simple things on your own


    now sum1 lock this thread
  • nightdragonnightdragon Join Date: 2003-01-05 Member: 11848Members, Constellation
    The problem is that the reason It didnt work was because for some stupid reason "Dillijna" and whoever _really_ made the models made the textures the wrong size. You would need to go into a picture editing program and change the sizes.
  • Wolf_KahlerWolf_Kahler Join Date: 2002-11-29 Member: 10252Members
    edited December 2003
    ...Bad attitude, Owen. It's all well and good that <b>you</b> know how to do that and think it's "simple" and "easy," but to someone who's never even <b>heard</b> of doing such a thing, it is perfectly normal that it be a daunting prospect.

    <span style='font-size:21pt;line-height:100%'>The guy's got eleven posts, for Christ's sake!!!</span>

    What the ****... This is what I was talking about in that other thread.

    Darkflame:

    Before modifying anything, you'll want to make a back-up.

    You can open HL MDL files with Chumbalum Soft's <a href='http://www.swissquake.ch/chumbalum-soft/hlmv/index.html' target='_blank'>Half-Life MDL Viewer</a> or you can get <a href='http://www.wunderboy.org/3d_games/utils/hlmv.php' target='_blank'>Trp.Jed's hacked version</a> [not hacked in a bad way--it's opensource, so his modifications were encouraged]. I use Jed's, personally.

    You may want to make Windows associate MDL files with HLMV so you can just double-click on them to open them directly.

    Once you've got the weapon file open in HLMV, you'll see some tabs near the bottom of the program, beneath the display of the weapon [press and hold the right mouse button in the display and drag to zoom, drag the left button to rotate the view].

    Go to the Textures tab.

    Select the hand texture from the drop-down menu [it will be displayed above].

    Hit the "Export Texture" button.

    Save the texture where you can easily get to it [it will be a BMP file].

    If you're running WinXP, you just need to hover your cursor over the file to get a tooltip thing that should tell you the dimensions of the image. Or you can select it and it should say in the status bar at the bottom of the Explorer window. If you're not running WinXP, you MIGHT have to open it in a graphics program [MS Paint comes with any Windows] to find that information, which you'll probably need to jot down unless you can remember the two numbers easily.

    You'll then need to repeat this process to extract the texture you want. Once it's extracted, you'll need to open it in a graphics program and resize it so it has the exact same dimensions as the one you're replacing. Save.

    Open the weapon model in HLMV again [unless you left it open all this time], go back to the Textures tab, select the hand texture and hit the "Import Texture" button.

    Browse to the modified texture and open it.

    Verify that the texture fits and looks good.

    Repeat for the arm texture [if there is one].

    In the regular HLMV, I believe you'll then need to hit the "Save Model" button, still on the Textures tab. Jed's doesn't appear to have this button, so I'm not sure if it's automatically saved or not. You'll want to save it as the same name [make sure you've still got an unchanged back-up of the model!!!].

    You may make some mistakes and have some problems. I know it seems like a lot when you see it all in writing like this for the first time, but you'll get used to it. It's really just a series of clicks with little though. Run through it a few times, if you have to.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    You could also do it by decompiling the model, then replacing the unwanted arm textures with spec ops ones before recompiling (this is assuming that they use the same skinmesh, again). There's an explanation of how to do that, and the tools to do it with, in the "how to model" sticky. It's maybe a touch more complicated than Wolf Kahler's suggestion, but after you've done it once it's <i>simple</i> to do whenever you want.
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