![]() ![]() I also used hgrunt_opfor's shotgun, which is a nicer version of the shotgun from the low def hgrunt.mdl.Īgain, almost exactly the same as adding heads, but you add the weapons to the weapon section of the QC file.Īfter you have edited the model all you want, compile the QC and you have a nice new model!ĭo not try adding weapons or heads to existing models unless you are recoding HL for a mod. Hgrunt_opfor.mdl has a nice shiny black MP5, so I referred to that. However, the normal HL MP5 looks old, grey and dusty. In the example, I have replaced the high def hgrunt's M4A1 rifle with an MP5. Also, you'll have to scroll down in the QC file to the weapon section rather than the head section. Now continue as normal.Īlmost exactly the same as head replacement, but refer to the weapon SMDs. Now change the SMD reference in the cloned line. ![]() However, instead of replacing old ones, copy one of the lines and paste it below. This is very similar to head replacement. If the textures don't come out right, you can always reskin even further. After compiling, open up hgrunt.mdl and voila! It will have new heads with the new textures. When you have finished it, it must be 256 colours or it won't work.Īfter you have done that, compile the QC file through MilkShape 3D (Tools, HL, COmpile QC file). Read my reskinning tutorial for more detail on this. Now, when you have replaced everything you want, you may want to edit some of the textures of the new heads (like the beret, which I made red). I called the first and fourth heads Beret and BeretBlack to make life easier still.) To make life easier, I renamed the hgrunt_opfor ones with easier to recognise names (So with the MP head, which is the second head on the provided model, I renamed the SMD to MP, and referred to that in the QC. In the provided hgrunt model, I have deleted all of the references except the third (I merely reskinned the third head) and replaced them with references to some of the hgrunt_opfor's head SMDs. You will see 4 lines below which refer to various head SMDs. Open up hgrunt.qc in Notepad (or something similar), and scroll down until it says something about head groups. ![]() I have copied all of hgrunt_opfor's head/weapon SMDs and the BMP textures into the other folder. This is because I want to nick some weapons and heads from it. For this hgrunt, I have also decompiled the low def hgrunt_opfor model (From OpFor, obviously).
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