Half life source ultimate definition1/20/2023 I asked a friend who has experience modding the Source Engine about this and he said that I was doing everything correctly, does not know the problem and has never had this sort of issue. The problem seems to be an issue with the model locating materials, but I am not exactly sure. I confirmed this by generating other ammo models that were visible in-game and then by spawning countless amounts of RPG ammo and giving myself a HECU RPG, emptying the RPG of all ammo, and running back over to where I generated the invisible RPG ammo. I used the QC of the original and modified it to make sure the model would appear in-game and compiled it with GUIstudiomdl using Half-Life 2's GameInfo (since the Source SDK doesn't support Half-Life: Source) and copied the compiled files in to the hl1 folder of my Half-Life: Source game (modded with the Ultimate Definition mod). I decompiled the RPG ammo model from Half-Life: Source's Ultimate Definition mod, edited it in Milkshape 3D, textured it using the texture provided for the original RPG ammo model in the mod (I did not apply the normal map texture, however), and exported it as an SMD (as a reference model with Vertex Weights checked). ![]() ![]() ![]() ![]() Hello all, this is my first time making a model for the Source Engine, so I guess I am bound to screw up.
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