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). QC file: What you compile to edit the MDL file.SMD files: Head/weapon and animation reference, only the heads/weapons can be seen in MS3D, but you don't need to look at them. Wait for it to finish decompiling, and open up the folder. Browse to the model in its new folder, and select it. (It can be registered, unregistered or expired, all will work ok for this).Īt the top, click on tools, scroll down to HL and select "Decompile Normal HL MDL file". Now, I recommend you create a new folder for the models, and put the specific ones there, in this case, hgrunt.mdl. For OpFor, pak0 is low def, pak2 is high def, and for Blue Shift, pak2 is both, depending on whether you have the high def pack installed or not.) (In HL, pak0 is low definition, pak1 is high def. First, extract the models you want to edit from the pak files. In this tutorial we will use the high definition hgrunt.mdl as an example again.
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