How to convert to Source Games (any really)
STEP 1 : IMPORTING TO BLENDER
Start off as if you were just doing some posing in Blender, import your newly converted prop into Blender and have it sit there nice and handy. DO NOT SWITCH TO CYCLES RENDER. We'll stick with Blender Render for now. Make sure you have the base texture ready cause the next step requires it.
Make sure your 3D view is set to Textured : and your model looks like this now :
STEP 2 : SETTING THE MODEL UP FOR EXPORT
Select the model, switch to edit mode and click on the Materials tab that has now popped up :
Under the materials tab, rename the material name to your name of choice (It's usually Tex_xyz.dds) like in this example :
This material name is very important. It's the name of the material the model will look for once it is compiled.
Make sure the material covers the portions of the mesh that it needs to work properly with the UV mapping (in this case the whole model) by clicking Select.
Now that you've got the mesh you need to apply the texture to selected, click and drag the material of choice onto the model itself. It should now look a little bit like this :
Remember to remove the doubles and flip the Normals under Shading/UV
That's it for setting up the model for exportation, now to export and compile!
STEP 3 : EXPORTING MODEL
If you have installed the Blender Source Tools at this point then you'll be absolutely fine for the next step. If you haven't do so now.
Under Scene properties, if you scroll down you should see this tab now :
I'll go through each at a time :
- Export Path : Where you want the processed model to sit after you click Export.
- Export Format : Completely ignore DMX. SMD all the way.
- Target Up Axis : Make sure this is ALWAYS set to the Z axis.
- Engine Path : Not needed unless it's for a custom mod, and even then it's not necessary.
The first two must be set before exporting.
Once you've set these, head over to the export tab and export the model.
Congratulations! You should have an .smd model sitting in the directory you just exported to!
STEP 4 : COMPILING TO MDL
If you've already downloaded Crowbar, then this will be sneaky peaky like. If you haven't then I'd suggest you get it now.
Once you've launched crowbar, you should go to the Compile tab and it should look like this :
You should now create a qc file for your model (situated in the same folder as your recently exported model) and a sample is provided here.
If you need a list of commands the QC file can execute, then here you go.
If all is good, press compile and voila! You should have a nice set of files for the game of your choice!
STEP 5 : TEXTURE CONVERSION
This is very lengthy and annoying to explain. Follow this tool here and you should be able to get it done in a jiffy.
STEP 6 : FINAL RESULT
If all is good, if you are able to get your model loaded in, it should be similar to this :
And it's as simple as that!
Any questions let me know!
Edited by SKay, 19 December 2015 - 09:52 AM.