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[Help] 3DS / MAX to Hammer

Discussion in 'Game Modifications' started by ShaolinMonk, Feb 16, 2007.

  1. ShaolinMonk

    ShaolinMonk Guest

    hey all, i have downloaded a plant model, it has 2 file types .MAX and .3DS.

    i was wondering, how would i import these files into hammer so i could add them to my map? im completly lost when it comes to modeling.

    thanks for reading
  2. clarky003

    clarky003 Tank

  3. ShaolinMonk

    ShaolinMonk Guest

    thanks for the reply clarky003

    I read that page several times and still dont understand what to do, i have 2 file types .3DS and .MAX - i tried to open it up in milkshape, hl model viewer with no luck.

    im guessing im ment to transform one of the file types (.3ds/max) into a .SMD then into a half life 2 model?

    why is this so confusing lol ><
  4. clarky003

    clarky003 Tank

    It really isn't all that simple from a beginning stand point, but essentially your .3ds or max file needs 3 or 4 elements created from it for use as a physically simulated model or a static model.

    Here are the basic outlines for steps to take:

    1. UV mapping and creating a texture in .tga format and applying that to the model using multi sub object application.

    2. Using the skin or physique modifier to attach your mesh (only works in editable mesh mode) to a bone.

    3. Exporting your models mesh as a reference .smd

    4 . Create a physics model as an overally simplified version of you models basic shape in the same way you create your mesh, applying the same texture to that attaching it to a bone and exporting that as a seperate reference .smd of a different name.

    Create this simple model over the top of your origional models mesh to get the correct positioning, make sure the bone in the scene is in the same position as when the normal mesh was attached and exported, then delete the normal models mesh and save it as a different max file just incase.

    5. Export an idle animation .smd for creating physically simulated objects. static objects work by using the origional reference.smd for their animation sequence.

    6. Compiling for it to work in the game requires your texture be converted to .vtf format using vtex (changing your texture name after application and export in max will not work, the compiled texture must be of the same name as the .tga you applied to the model in max)

    7. Finally to create the .mdl file for the object itself in game you create a '.QC' file in the directory of all your exported .smd files to avoid any confusion.

    Using your plant as an example

    It goes something like this for a static object:

    when that is completed you drag this over onto studiomdl in the directory "C:\Program Files\Valve\Steam\SteamApps\'your_steam_account_name'\sourcesdk\bin to compile the model. You'll also find the vtex .tga to .vtf compiler in there for the texture which works the same way, just drag and drop your texture onto it making sure your texture is in the right rc directory

    For example.. if your .tga texture is in "C:\Program Files\Valve\Steam\SteamApps\'your_steam_account_name'\'HL2modname'\materialsrc\models\props_foliage

    It will compile into "C:\Program Files\Valve\Steam\SteamApps\Sourcemods\'HL2modname'\materials\models\props_foliage

    Hope that helps you learn a bit quicker :) .

    EEMMYY Newbie


    I read your post, even though it s old, but can u help me pls with some .mdl files???
    I got stuck a little. Thank you!!

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