Making Props for Source Engine in 6 Minutes (Blender)

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
making 3d models in the props and seem an arduous task but I'm here to show it's not so bad this video will not show you how to make meshes or how to use blender but rather how to go about moving your meshes into the source engine as well as decompiling other models you can find time stance in the description to fast forward to party of limited knowledge on you may use whatever 3ds talk to where you like but the process will vary program to program and i will only be showing how to export from blender for this we'll need to install blender source tools crowbar in GCSE scape I'll provide links to these downloads in the description in blender open your project with the mesh you'd like to make a prop from go to scene properties and make sure that the unit's system is set to none this ensures that the blender units are equal to sources hammer units one hammer unit measuring 1/16 to the foot which you can view an item panel for reference in half-life 2 of the player's 73 units tall I would however recommend decompiling a human model from the game and using it for scale to do this open a VPK from the game with GCSE scape the one you were looking for will likely have misc in this name navigate to your model folder and then the right box select everything of the same name move it to a folder wherever you prefer copy the address next open crowbar and go to the decompile tab on our input and output paste the address you copied I recommend checking the folder for each model button crowbar will then make a new folder and store your SMD or DMX files and sometimes other files which we don't need to worry about right now next in blender going to file import source engine locate the SMD or DMX file crowbar created this is the main mesh file a from model hello skeleton be sure to change bone append mode a new armature otherwise your skeleton if you'll merge together now you can scale using your reference once you're done scaling your mesh be sure to select everything in hit ctrl a then select all transforms this will prevent translation issues when the export by setting the current values to be default you can delete your reference now if you like next is finally exporting your mesh under scene go to source engine export and change your export path I recommend making a new folder to stay organized depending on what you prefer and what you're doing change your export format to SMD for most cases though I would use SMD as DMX's can be confusing to work with DMX is however are good for complex ragdolls with facial expressions as you get a lot more flexibility and more advanced options such as wrinkle maps since we were just doing a rigid prop we'll do with SMD make sure there are no collection of other than you're seeing collection select your mesh and hit export and then select it now we've got a new SMD generated the next part covers to see files which are essentially text documents to tell the compiler what to do and what to include in your model I will have provided a basic QC file in the description of the video I also recommend later decompiling other models I'm looking through their QC files there's also a lot of very useful information on the valve developer wiki but for now just follow along so you get to feel things start a new file in your text editor save it as whatever you like with the format QC and the folder you exported your SMD to next we wanted to define your model name this is a folder and name the model will show up in hammer and ingame every model will have a body this reference to the SMD we just exported from blender name it whatever we can next define the surface property for the mesh this tells the game your miles friction and other properties and you can see a wiki link with available materials in the description I will choose a metal for this problem we should then define a material directory as suppose a game will look for a VM T or valve material file with the same name as those found on the mesh if you're making a static prop that will not move add the static prop command this will allow to be used as a proper underscore static and Hammer which contributes to compiled lighting do not do this if you plan to export a match with animations as they will not be usable next we need a sequence since this mesh doesn't have any animation we'll just define this as the actual mesh itself and call it idle finally we will need a collision model you can either make your own or reuse your mesh however the latter option tends to be very sloppy you can skip this next section if you do not wish to make a mesh or if your model will not be interacted with in game if you do choose to make your own collision mesh you only need to duplicate your base mesh in blender keep in mind that if your mouth contains moving joints if ii will be different i recommend reading up on the valve developer wiki to get a finer collision model and we need to separate each piece in edit mode select the loop and hit ctrl e then split edges select one vertex hit ctrl alt to select linked vertices and then hit f3 search for convex hull this will shrink wraps the selected part and fill any holes which is essential to making your collision mesh work do this for each part you removing the materials from the model and make sure you disable all of smoothing and clear split normal data if it's available select everything and hit ctrl e and clear seems as you have it do the same for sharps next goes the f3 menu and do shade smooth this is also essential for your collision mesh to work append fifths to the end of the new mesh name and export it like before then reference this in your QC file we're now ready to compile our model in crowbar make sure you select the game you're compiling for and the output is set to games model folder select compile you will want to check for any errors if you see any you may have misses step or type improper syntax in your QC file if you do not get any errors you can go ahead and open half-life model viewer inside your games bin folder you can now navigate to your new model and check things out obviously there are no textures yet but I will cover this in a separate tutorial if you have any problems that you cannot find yourself for on Google leave a comment below and I'll try my best to help there are any other specific tutorials you would like to secure letter to models leave them below as well now have fun you
Info
Channel: Jofoyo
Views: 62,753
Rating: undefined out of 5
Keywords: source, half-life, modeling, blender, props, engine, valve, garrys mod, csgo, counter-strike, left 4 dead, black mesa, tutorial, how to, guide
Id: 0nRQxy4wek4
Channel Id: undefined
Length: 6min 23sec (383 seconds)
Published: Sat Feb 22 2020
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.