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  1. Remake del viejo articulo. Introducción: A veces creemos que nuestro mapa esta listo y es perfecto. Pero siempre va a faltar algo, siempre vamos a poder seguir progresando como mappers y al mismo tiempo nuestros mapas progresan. De esta manera surge el titulo de este artículo. Es una pelea entre el diseño y la originalidad, los limites del engine y la creatividad, los detalles y la jugabilidad, una pelea entre el mapa y el mapper. Jugabilidad: Aunque muchos mappers no la toman en cuenta a la hora de mappear lo que hace a un mapa unico de otros es su jugabilidad. No son las texturas, no son los detalles, es la jugabilidad (desde mi punto de vista lo mas dificil de conseguir). Si pensamos rapidamente en los mapas mas populares de diversos mods la mayoria no son populares por sus detalles o por sus texturas, sino por su jugabilidad única. Un mapa sin jugabilidad es como una casa sin puertas, solamente sirve para ser vista. Detalles: Paredes vacias, texturas repetidas, cajas por todos lados, estructuras sin formas, etc. Increible el numero de mapas que no toma en cuenta lo importante que es ser detallista en un mapa. La primera impresión de un mapa se tiene mirandolo, si el mapa no es agradable a la vista raramente alguien lo trate de probar. A lo largo de este item ire mostrando como improvisar sus habilidades como mappers. Clásico de todos los dias, la tipica habitacion cuadrada y sin detalles con texturas de halflife.wad y sin iluminacion alguna. Asi es las mismas texturas se repiten por paredes y pisos una y otra vez. Ahora va mejor, pero seria mejor aun si ... Seria mejor aun con algunos cambios en la arquitectura del ambiente. Todavia podemos improvisar mas. Lo veo mucho mejor con esos bordes pero todavia lo veo como si ya lo conociera al mapa. Las texturas halflife.wad tienen ya mas de 15 años y se convirtieron en una tremenda cagada. A pesar de que tu mapa ZOMBIE preferido use estas texturas o que te guste muchisimo nuke, dust2, inferno. Las texturas originales estan super quemadas y cuando alguien ve esas texturas no piensa en tu mapa piensa en el otro. Ya hice tutoriales y hay muchas texturas posteadas en el foro para poder cambiar un poco. No cambie de mapa. Sigue siendo el mismo con unas texturas muy simples pero que nunca habian visto antes y le agregue cajas por todos lados para tapar espacios vacios. Si total todos hacen eso. Creo que hasta hace muy poco yo hacia lo mismo. Pero es un gran error que veo que se repite mucho ultimamente. No abusemos de las cajas. Se que queda muy vacio pero hay otras maneras de ser detallistas sin abusar de las cajas. Terminamos de detallar todo lo que es arquitectura teniendo en cuenta paredes, techo y piso. Otra manera de ser detallista es usando toda la iluminación que nos brinda el juego. Desde light, light_spot hasta archivos rad. Como se ve agregue un par de luces en la pared a la altura del piso y otra sobre la puerta con dos entidades (ligh y light spot para crear un efecto direccional de luz y otro radial). Estos detalles son básicos, lo demas esta en ustedes, en su originalidad y creatividad. Mapa vs Mapper, los dos ganan o los dos pierden. Despues edito explicando un par de cosas de la iluminacion.
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  2. Hola gente, hoy les voy a enseñar a eliminar el *T.mdl de su model. ¿Que es un *T.mdl?, Un *T.mdl es un "model" aparte, que guarda las texturas de nuestro model, para hacer a este menos pesado. ¿Como eliminarlo?, facil, pero antes que nada, necesitaremos las siguientes herramientas. 1) Jed's Half-Life Model Viewer 2) studiomdl.exe 3) mdldec.exe Estos programas los podremos descargar de aqui: http://www.wunderboy.org/apps/jhlmv.php Bien, pasos a seguir para eliminar el *T.mdl 1) Instalamos Jed's Half-Life Model Viewer, y dentro de la misma carpeta, (Direccion default: C:\Archivos de programa\Jed's Half-Life Model Viewer 1.3.6), extraemos los programas studiomdl.exe y mdldec.exe 2) Abrimos nuestro Jed's Half-Life Model Viewer, vamos a la pestaña "Tools" y luego clickeamos en la opcion "Configure tools..." 3) Despues de configurar nuestro Jed's Half-Life Model Viewer, creamos una carpeta cualquiera en nuestro escritorio, alli, colocaremos nuestro model que tenga el *T.mdl 4) Vamos a nuestro Jed's Half-Life Model Viewer, luego a la pestaña "Tools", pero ahora clickearemos en "Descompile Model..." Seleccionamos nuestro model y esperamos un par de segundos a que se descompile. 5) Una vez descompilado el model, nos quedaran mas de (dependiendo de las animaciones) 500 archivos en nuestra carpeta. 6) Buscamos el archivo con extencion .qc, este siempre tiene el mismo nombre que nuestro model, osea que si nuestro model se llama, nestor_el_tira_pijas.mdl, este archivo se llamara nestor_el_tira_pijas.qc Lo abrimos, y tendremos algo como esto (Esto es solo un ejemplo, no tiene que decir lo mismo, yo agarre un .qc del model Leet del Counter-Strike modificado por otro model ) /* ============================================================================== QC script generated by Half-Life MDL Decompiler 1.2 2003, Kratisto. Based on code from Valve's HL SDK. leet.mdl Original internal name: "leet\leet.mdl" ============================================================================== */ $modelname "dm_sovereign.mdl" $cd ".\" $cdtexture ".\" $scale 1.0 $cliptotextures $bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 $cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 $eyeposition 0.000000 0.000000 0.000000 //reference mesh(es) $body "compiled_by_morte" "1" $body "compiled_by_morte" "2" $body "compiled_by_morte" "3" $body "compiled_by_morte" "4" $body "compiled_by_morte" "5" $body "compiled_by_morte" "6" $body "compiled_by_morte" "7" $body "compiled_by_morte" "8" $bodygroup "backpack" { blank studio "bomb" } // 2 attachment(s) $attachment 0 "Bip01 R Hand" 10.855000 -0.416715 1.870680 $attachment 1 "Bip01 L Hand" 10.855000 -0.416715 1.870680 // 21 hit box(es) $hbox 3 "Bip01 Pelvis" -4.690000 -4.440000 -6.750000 4.000000 5.560000 6.750000 $hbox 6 "Bip01 L Thigh" 2.660000 -3.690000 -3.090000 18.160000 4.880000 3.310000 $hbox 6 "Bip01 L Calf" 0.380000 -3.970000 -2.840000 17.600000 4.000000 2.940000 $hbox 6 "Bip01 L Foot" 0.850000 -3.240000 -2.640000 5.730000 8.530000 3.170000 $hbox 7 "Bip01 R Thigh" 2.470000 -3.690000 -3.160000 18.129999 4.880000 3.380000 $hbox 7 "Bip01 R Calf" 0.310000 -3.970000 -2.840000 17.600000 3.940000 2.970000 $hbox 7 "Bip01 R Foot" 0.850000 -3.240000 -2.640000 5.730000 8.530000 3.170000 $hbox 3 "Bip01 Spine1" -3.250000 -5.500000 -5.500000 4.830000 5.500000 5.500000 $hbox 2 "Bip01 Spine2" -0.060000 -5.530000 -7.590000 8.000000 7.000000 7.590000 $hbox 2 "Bip01 Spine3" -2.250000 -6.810000 -6.310000 6.500000 5.090000 6.310000 $hbox 2 "Bip01 Neck" -3.110000 -1.500000 -3.000000 2.050000 3.500000 3.000000 $hbox 1 "Bip01 Head" -0.330000 -4.500000 -2.500000 8.000000 4.500000 2.500000 $hbox 4 "Bip01 L Clavicle" 0.940000 -2.880000 -4.130000 5.440000 4.280000 3.500000 $hbox 4 "Bip01 L UpperArm" -2.160000 -2.340000 -2.560000 11.560000 3.410000 2.380000 $hbox 4 "Bip01 L Forearm" 0.590000 -1.810000 -2.190000 10.750000 2.840000 2.410000 $hbox 4 "Bip01 L Hand" -0.132201 -1.903020 -2.238530 4.862900 2.078240 2.369790 $hbox 5 "Bip01 R Clavicle" 1.380000 -2.840000 -3.560000 5.690000 4.310000 4.310000 $hbox 5 "Bip01 R UpperArm" -1.880000 -2.470000 -2.160000 11.810000 3.280000 2.810000 $hbox 5 "Bip01 R Forearm" 0.440000 -1.970000 -2.340000 10.590000 2.720000 2.220000 $hbox 5 "Bip01 R Hand" -0.132201 -1.903020 -2.238530 4.862900 2.078240 2.369790 $hbox 8 "Bip01 L Hand" -16.100000 -6.500000 -19.000000 10.600000 1.500000 33.000000 // 111 animation sequence(s) $sequence "dummy" "dummy" fps 24 loop $sequence "idle1" "idle1" fps 15 loop ACT_IDLE 1 $sequence "crouch_idle" "crouch_idle" fps 10 loop ACT_CROUCHIDLE 1 $sequence "walk" "walk" LX fps 30 loop ACT_WALK 1 $sequence "run" "run" LX fps 60 loop ACT_RUN 1 $sequence "crouchrun" "crouchrun" LX fps 30 loop ACT_CROUCH 1 $sequence "jump" "jump" fps 36 ACT_HOP 1 $sequence "longjump" "longjump" fps 36 ACT_LEAP 1 $sequence "swim" "swim" fps 30 loop ACT_SWIM 1 $sequence "treadwater" "treadwater" fps 24 loop ACT_HOVER 1 $sequence "crouch_aim_carbine" { "crouch_aim_carbine_blend1" "crouch_aim_carbine_blend2" "crouch_aim_carbine_blend3" "crouch_aim_carbine_blend4" "crouch_aim_carbine_blend5" "crouch_aim_carbine_blend6" "crouch_aim_carbine_blend7" "crouch_aim_carbine_blend8" "crouch_aim_carbine_blend9" blend XR -90 90 fps 30 loop } $sequence "crouch_shoot_carbine" { "crouch_shoot_carbine_blend1" "crouch_shoot_carbine_blend2" "crouch_shoot_carbine_blend3" "crouch_shoot_carbine_blend4" "crouch_shoot_carbine_blend5" "crouch_shoot_carbine_blend6" "crouch_shoot_carbine_blend7" "crouch_shoot_carbine_blend8" "crouch_shoot_carbine_blend9" blend XR -90 90 fps 15 { event 5001 0 "40" } } $sequence "crouch_reload_carbine" "crouch_reload_carbine" fps 30 $sequence "ref_aim_carbine" { "ref_aim_carbine_blend1" "ref_aim_carbine_blend2" "ref_aim_carbine_blend3" "ref_aim_carbine_blend4" "ref_aim_carbine_blend5" "ref_aim_carbine_blend6" "ref_aim_carbine_blend7" "ref_aim_carbine_blend8" "ref_aim_carbine_blend9" blend XR -90 90 fps 30 loop } $sequence "ref_shoot_carbine" { "ref_shoot_carbine_blend1" "ref_shoot_carbine_blend2" "ref_shoot_carbine_blend3" "ref_shoot_carbine_blend4" "ref_shoot_carbine_blend5" "ref_shoot_carbine_blend6" "ref_shoot_carbine_blend7" "ref_shoot_carbine_blend8" "ref_shoot_carbine_blend9" blend XR -90 90 fps 15 { event 5001 0 "40" } } $sequence "ref_reload_carbine" "ref_reload_carbine" fps 30 $sequence "crouch_aim_onehanded" { "crouch_aim_onehanded_blend1" "crouch_aim_onehanded_blend2" "crouch_aim_onehanded_blend3" "crouch_aim_onehanded_blend4" "crouch_aim_onehanded_blend5" "crouch_aim_onehanded_blend6" "crouch_aim_onehanded_blend7" "crouch_aim_onehanded_blend8" "crouch_aim_onehanded_blend9" blend XR -90 90 fps 30 loop } $sequence "crouch_shoot_onehanded" { "crouch_shoot_onehanded_blend1" "crouch_shoot_onehanded_blend2" "crouch_shoot_onehanded_blend3" "crouch_shoot_onehanded_blend4" "crouch_shoot_onehanded_blend5" "crouch_shoot_onehanded_blend6" "crouch_shoot_onehanded_blend7" "crouch_shoot_onehanded_blend8" "crouch_shoot_onehanded_blend9" blend XR -90 90 fps 15 { event 5001 0 "10" } } $sequence "crouch_reload_onehanded" "crouch_reload_onehanded" fps 30 $sequence "ref_aim_onehanded" { "ref_aim_onehanded_blend1" "ref_aim_onehanded_blend2" "ref_aim_onehanded_blend3" "ref_aim_onehanded_blend4" "ref_aim_onehanded_blend5" "ref_aim_onehanded_blend6" "ref_aim_onehanded_blend7" "ref_aim_onehanded_blend8" "ref_aim_onehanded_blend9" blend XR -90 90 fps 30 loop } $sequence "ref_shoot_onehanded" { "ref_shoot_onehanded_blend1" "ref_shoot_onehanded_blend2" "ref_shoot_onehanded_blend3" "ref_shoot_onehanded_blend4" "ref_shoot_onehanded_blend5" "ref_shoot_onehanded_blend6" "ref_shoot_onehanded_blend7" "ref_shoot_onehanded_blend8" "ref_shoot_onehanded_blend9" blend XR -90 90 fps 15 { event 5001 0 "10" } } $sequence "ref_reload_onehanded" "ref_reload_onehanded" fps 30 $sequence "crouch_aim_dualpistols_1" { "crouch_aim_dualpistols_1_blend1" "crouch_aim_dualpistols_1_blend2" "crouch_aim_dualpistols_1_blend3" "crouch_aim_dualpistols_1_blend4" "crouch_aim_dualpistols_1_blend5" "crouch_aim_dualpistols_1_blend6" "crouch_aim_dualpistols_1_blend7" "crouch_aim_dualpistols_1_blend8" "crouch_aim_dualpistols_1_blend9" blend XR -90 90 fps 10 loop } $sequence "crouch_shoot_dualpistols_1" { "crouch_shoot_dualpistols_1_blend1" "crouch_shoot_dualpistols_1_blend2" "crouch_shoot_dualpistols_1_blend3" "crouch_shoot_dualpistols_1_blend4" "crouch_shoot_dualpistols_1_blend5" "crouch_shoot_dualpistols_1_blend6" "crouch_shoot_dualpistols_1_blend7" "crouch_shoot_dualpistols_1_blend8" "crouch_shoot_dualpistols_1_blend9" blend XR -90 90 fps 30 { event 5011 0 "10" } } $sequence "crouch_shoot2_dualpistols_1" { "crouch_shoot2_dualpistols_1_blend1" "crouch_shoot2_dualpistols_1_blend2" "crouch_shoot2_dualpistols_1_blend3" "crouch_shoot2_dualpistols_1_blend4" "crouch_shoot2_dualpistols_1_blend5" "crouch_shoot2_dualpistols_1_blend6" "crouch_shoot2_dualpistols_1_blend7" "crouch_shoot2_dualpistols_1_blend8" "crouch_shoot2_dualpistols_1_blend9" blend XR -90 90 fps 30 { event 5001 0 "10" } } $sequence "crouch_reload_dualpistols_1" "crouch_reload_dualpistols_1" fps 30 $sequence "ref_aim_dualpistols_1" { "ref_aim_dualpistols_1_blend1" "ref_aim_dualpistols_1_blend2" "ref_aim_dualpistols_1_blend3" "ref_aim_dualpistols_1_blend4" "ref_aim_dualpistols_1_blend5" "ref_aim_dualpistols_1_blend6" "ref_aim_dualpistols_1_blend7" "ref_aim_dualpistols_1_blend8" "ref_aim_dualpistols_1_blend9" blend XR -90 90 fps 10 loop } $sequence "ref_shoot_dualpistols_1" { "ref_shoot_dualpistols_1_blend1" "ref_shoot_dualpistols_1_blend2" "ref_shoot_dualpistols_1_blend3" "ref_shoot_dualpistols_1_blend4" "ref_shoot_dualpistols_1_blend5" "ref_shoot_dualpistols_1_blend6" "ref_shoot_dualpistols_1_blend7" "ref_shoot_dualpistols_1_blend8" "ref_shoot_dualpistols_1_blend9" blend XR -90 90 fps 30 { event 5011 0 "10" } } $sequence "ref_shoot2_dualpistols_1" { "ref_shoot2_dualpistols_1_blend1" "ref_shoot2_dualpistols_1_blend2" "ref_shoot2_dualpistols_1_blend3" "ref_shoot2_dualpistols_1_blend4" "ref_shoot2_dualpistols_1_blend5" "ref_shoot2_dualpistols_1_blend6" "ref_shoot2_dualpistols_1_blend7" "ref_shoot2_dualpistols_1_blend8" "ref_shoot2_dualpistols_1_blend9" blend XR -90 90 fps 30 { event 5001 0 "10" } } $sequence "ref_reload_dualpistols_1" "ref_reload_dualpistols_1" fps 30 $sequence "crouch_aim_rifle" { "crouch_aim_rifle_blend1" "crouch_aim_rifle_blend2" "crouch_aim_rifle_blend3" "crouch_aim_rifle_blend4" "crouch_aim_rifle_blend5" "crouch_aim_rifle_blend6" "crouch_aim_rifle_blend7" "crouch_aim_rifle_blend8" "crouch_aim_rifle_blend9" blend XR -90 90 fps 30 loop } $sequence "crouch_shoot_rifle" { "crouch_shoot_rifle_blend1" "crouch_shoot_rifle_blend2" "crouch_shoot_rifle_blend3" "crouch_shoot_rifle_blend4" "crouch_shoot_rifle_blend5" "crouch_shoot_rifle_blend6" "crouch_shoot_rifle_blend7" "crouch_shoot_rifle_blend8" "crouch_shoot_rifle_blend9" blend XR -90 90 fps 20 { event 5001 0 "30" } } $sequence "crouch_reload_rifle" "crouch_reload_rifle" fps 30 $sequence "ref_aim_rifle" { "ref_aim_rifle_blend1" "ref_aim_rifle_blend2" "ref_aim_rifle_blend3" "ref_aim_rifle_blend4" "ref_aim_rifle_blend5" "ref_aim_rifle_blend6" "ref_aim_rifle_blend7" "ref_aim_rifle_blend8" "ref_aim_rifle_blend9" blend XR -90 90 fps 30 loop } $sequence "ref_shoot_rifle" { "ref_shoot_rifle_blend1" "ref_shoot_rifle_blend2" "ref_shoot_rifle_blend3" "ref_shoot_rifle_blend4" "ref_shoot_rifle_blend5" "ref_shoot_rifle_blend6" "ref_shoot_rifle_blend7" "ref_shoot_rifle_blend8" "ref_shoot_rifle_blend9" blend XR -90 90 fps 20 { event 5001 0 "30" } } $sequence "ref_reload_rifle" "ref_reload_rifle" fps 30 $sequence "crouch_aim_mp5" { "crouch_aim_mp5_blend1" "crouch_aim_mp5_blend2" "crouch_aim_mp5_blend3" "crouch_aim_mp5_blend4" "crouch_aim_mp5_blend5" "crouch_aim_mp5_blend6" "crouch_aim_mp5_blend7" "crouch_aim_mp5_blend8" "crouch_aim_mp5_blend9" blend XR -90 90 fps 30 loop } $sequence "crouch_shoot_mp5" { "crouch_shoot_mp5_blend1" "crouch_shoot_mp5_blend2" "crouch_shoot_mp5_blend3" "crouch_shoot_mp5_blend4" "crouch_shoot_mp5_blend5" "crouch_shoot_mp5_blend6" "crouch_shoot_mp5_blend7" "crouch_shoot_mp5_blend8" "crouch_shoot_mp5_blend9" blend XR -90 90 fps 15 { event 5001 0 "30" } } $sequence "crouch_reload_mp5" "crouch_reload_mp5" fps 30 $sequence "ref_aim_mp5" { "ref_aim_mp5_blend1" "ref_aim_mp5_blend2" "ref_aim_mp5_blend3" "ref_aim_mp5_blend4" "ref_aim_mp5_blend5" "ref_aim_mp5_blend6" "ref_aim_mp5_blend7" "ref_aim_mp5_blend8" "ref_aim_mp5_blend9" blend XR -90 90 fps 30 loop } $sequence "ref_shoot_mp5" { "ref_shoot_mp5_blend1" "ref_shoot_mp5_blend2" "ref_shoot_mp5_blend3" "ref_shoot_mp5_blend4" "ref_shoot_mp5_blend5" "ref_shoot_mp5_blend6" "ref_shoot_mp5_blend7" "ref_shoot_mp5_blend8" "ref_shoot_mp5_blend9" blend XR -90 90 fps 15 { event 5001 0 "30" } } $sequence "ref_reload_mp5" "ref_reload_mp5" fps 30 $sequence "crouch_aim_shotgun" { "crouch_aim_shotgun_blend1" "crouch_aim_shotgun_blend2" "crouch_aim_shotgun_blend3" "crouch_aim_shotgun_blend4" "crouch_aim_shotgun_blend5" "crouch_aim_shotgun_blend6" "crouch_aim_shotgun_blend7" "crouch_aim_shotgun_blend8" "crouch_aim_shotgun_blend9" blend XR -90 90 fps 30 loop } $sequence "crouch_shoot_shotgun" { "crouch_shoot_shotgun_blend1" "crouch_shoot_shotgun_blend2" "crouch_shoot_shotgun_blend3" "crouch_shoot_shotgun_blend4" "crouch_shoot_shotgun_blend5" "crouch_shoot_shotgun_blend6" "crouch_shoot_shotgun_blend7" "crouch_shoot_shotgun_blend8" "crouch_shoot_shotgun_blend9" blend XR -90 90 fps 30 { event 5001 0 "50" } } $sequence "crouch_reload_shotgun" "crouch_reload_shotgun" fps 30 $sequence "ref_aim_shotgun" { "ref_aim_shotgun_blend1" "ref_aim_shotgun_blend2" "ref_aim_shotgun_blend3" "ref_aim_shotgun_blend4" "ref_aim_shotgun_blend5" "ref_aim_shotgun_blend6" "ref_aim_shotgun_blend7" "ref_aim_shotgun_blend8" "ref_aim_shotgun_blend9" blend XR -90 90 fps 30 loop } $sequence "ref_shoot_shotgun" { "ref_shoot_shotgun_blend1" "ref_shoot_shotgun_blend2" "ref_shoot_shotgun_blend3" "ref_shoot_shotgun_blend4" "ref_shoot_shotgun_blend5" "ref_shoot_shotgun_blend6" "ref_shoot_shotgun_blend7" "ref_shoot_shotgun_blend8" "ref_shoot_shotgun_blend9" blend XR -90 90 fps 30 { event 5001 0 "50" } } $sequence "ref_reload_shotgun" "ref_reload_shotgun" fps 30 $sequence "crouch_aim_m249" { "crouch_aim_m249_blend1" "crouch_aim_m249_blend2" "crouch_aim_m249_blend3" "crouch_aim_m249_blend4" "crouch_aim_m249_blend5" "crouch_aim_m249_blend6" "crouch_aim_m249_blend7" "crouch_aim_m249_blend8" "crouch_aim_m249_blend9" blend XR -90 90 fps 10 loop } $sequence "crouch_shoot_m249" { "crouch_shoot_m249_blend1" "crouch_shoot_m249_blend2" "crouch_shoot_m249_blend3" "crouch_shoot_m249_blend4" "crouch_shoot_m249_blend5" "crouch_shoot_m249_blend6" "crouch_shoot_m249_blend7" "crouch_shoot_m249_blend8" "crouch_shoot_m249_blend9" blend XR -90 90 fps 30 loop { event 5001 0 "50" } } $sequence "crouch_reload_m249" "crouch_reload_m249" fps 30 $sequence "ref_aim_m249" { "ref_aim_m249_blend1" "ref_aim_m249_blend2" "ref_aim_m249_blend3" "ref_aim_m249_blend4" "ref_aim_m249_blend5" "ref_aim_m249_blend6" "ref_aim_m249_blend7" "ref_aim_m249_blend8" "ref_aim_m249_blend9" blend XR -90 90 fps 10 loop } $sequence "ref_shoot_m249" { "ref_shoot_m249_blend1" "ref_shoot_m249_blend2" "ref_shoot_m249_blend3" "ref_shoot_m249_blend4" "ref_shoot_m249_blend5" "ref_shoot_m249_blend6" "ref_shoot_m249_blend7" "ref_shoot_m249_blend8" "ref_shoot_m249_blend9" blend XR -90 90 fps 30 loop { event 5001 0 "50" } } $sequence "ref_reload_m249" "ref_reload_m249" fps 30 $sequence "I_am_a_stupid_placeholder" "I_am_a_stupid_placeholder" fps 30 loop $sequence "so_am_I" "so_am_I" fps 30 $sequence "ref_aim_grenade" { "ref_aim_grenade_blend1" "ref_aim_grenade_blend2" "ref_aim_grenade_blend3" "ref_aim_grenade_blend4" "ref_aim_grenade_blend5" "ref_aim_grenade_blend6" "ref_aim_grenade_blend7" "ref_aim_grenade_blend8" "ref_aim_grenade_blend9" blend XR -90 90 fps 20 loop } $sequence "ref_shoot_grenade" { "ref_shoot_grenade_blend1" "ref_shoot_grenade_blend2" "ref_shoot_grenade_blend3" "ref_shoot_grenade_blend4" "ref_shoot_grenade_blend5" "ref_shoot_grenade_blend6" "ref_shoot_grenade_blend7" "ref_shoot_grenade_blend8" "ref_shoot_grenade_blend9" blend XR -90 90 fps 45 } $sequence "crouch_aim_grenade" { "crouch_aim_grenade_blend1" "crouch_aim_grenade_blend2" "crouch_aim_grenade_blend3" "crouch_aim_grenade_blend4" "crouch_aim_grenade_blend5" "crouch_aim_grenade_blend6" "crouch_aim_grenade_blend7" "crouch_aim_grenade_blend8" "crouch_aim_grenade_blend9" blend XR -90 90 fps 20 loop } $sequence "crouch_shoot_grenade" { "crouch_shoot_grenade_blend1" "crouch_shoot_grenade_blend2" "crouch_shoot_grenade_blend3" "crouch_shoot_grenade_blend4" "crouch_shoot_grenade_blend5" "crouch_shoot_grenade_blend6" "crouch_shoot_grenade_blend7" "crouch_shoot_grenade_blend8" "crouch_shoot_grenade_blend9" blend XR -90 90 fps 45 } $sequence "crouch_aim_c4" { "crouch_aim_c4_blend1" "crouch_aim_c4_blend2" "crouch_aim_c4_blend3" "crouch_aim_c4_blend4" "crouch_aim_c4_blend5" "crouch_aim_c4_blend6" "crouch_aim_c4_blend7" "crouch_aim_c4_blend8" "crouch_aim_c4_blend9" blend XR -90 90 fps 30 loop } $sequence "crouch_shoot_c4" "crouch_shoot_c4" fps 30 $sequence "ref_aim_c4" { "ref_aim_c4_blend1" "ref_aim_c4_blend2" "ref_aim_c4_blend3" "ref_aim_c4_blend4" "ref_aim_c4_blend5" "ref_aim_c4_blend6" "ref_aim_c4_blend7" "ref_aim_c4_blend8" "ref_aim_c4_blend9" blend XR -90 90 fps 30 loop } $sequence "ref_shoot_c4" "ref_shoot_c4" fps 30 $sequence "ref_reload_c4" "ref_reload_c4" fps 30 $sequence "crouch_aim_dualpistols_2" { "crouch_aim_dualpistols_2_blend1" "crouch_aim_dualpistols_2_blend2" "crouch_aim_dualpistols_2_blend3" "crouch_aim_dualpistols_2_blend4" "crouch_aim_dualpistols_2_blend5" "crouch_aim_dualpistols_2_blend6" "crouch_aim_dualpistols_2_blend7" "crouch_aim_dualpistols_2_blend8" "crouch_aim_dualpistols_2_blend9" blend XR -90 90 fps 10 loop } $sequence "crouch_shoot_dualpistols_2" { "crouch_shoot_dualpistols_2_blend1" "crouch_shoot_dualpistols_2_blend2" "crouch_shoot_dualpistols_2_blend3" "crouch_shoot_dualpistols_2_blend4" "crouch_shoot_dualpistols_2_blend5" "crouch_shoot_dualpistols_2_blend6" "crouch_shoot_dualpistols_2_blend7" "crouch_shoot_dualpistols_2_blend8" "crouch_shoot_dualpistols_2_blend9" blend XR -90 90 fps 30 { event 5011 0 "10" } } $sequence "crouch_shoot2_dualpistols_2" { "crouch_shoot2_dualpistols_2_blend1" "crouch_shoot2_dualpistols_2_blend2" "crouch_shoot2_dualpistols_2_blend3" "crouch_shoot2_dualpistols_2_blend4" "crouch_shoot2_dualpistols_2_blend5" "crouch_shoot2_dualpistols_2_blend6" "crouch_shoot2_dualpistols_2_blend7" "crouch_shoot2_dualpistols_2_blend8" "crouch_shoot2_dualpistols_2_blend9" blend XR -90 90 fps 30 { event 5001 0 "10" } } $sequence "crouch_reload_dualpistols_2" "crouch_reload_dualpistols_2" fps 30 $sequence "ref_aim_dualpistols_2" { "ref_aim_dualpistols_2_blend1" "ref_aim_dualpistols_2_blend2" "ref_aim_dualpistols_2_blend3" "ref_aim_dualpistols_2_blend4" "ref_aim_dualpistols_2_blend5" "ref_aim_dualpistols_2_blend6" "ref_aim_dualpistols_2_blend7" "ref_aim_dualpistols_2_blend8" "ref_aim_dualpistols_2_blend9" blend XR -90 90 fps 10 loop } $sequence "ref_shoot_dualpistols_2" { "ref_shoot_dualpistols_2_blend1" "ref_shoot_dualpistols_2_blend2" "ref_shoot_dualpistols_2_blend3" "ref_shoot_dualpistols_2_blend4" "ref_shoot_dualpistols_2_blend5" "ref_shoot_dualpistols_2_blend6" "ref_shoot_dualpistols_2_blend7" "ref_shoot_dualpistols_2_blend8" "ref_shoot_dualpistols_2_blend9" blend XR -90 90 fps 30 { event 5011 0 "10" } } $sequence "ref_shoot2_dualpistols_2" { "ref_shoot2_dualpistols_2_blend1" "ref_shoot2_dualpistols_2_blend2" "ref_shoot2_dualpistols_2_blend3" "ref_shoot2_dualpistols_2_blend4" "ref_shoot2_dualpistols_2_blend5" "ref_shoot2_dualpistols_2_blend6" "ref_shoot2_dualpistols_2_blend7" "ref_shoot2_dualpistols_2_blend8" "ref_shoot2_dualpistols_2_blend9" blend XR -90 90 fps 30 { event 5001 0 "10" } } $sequence "ref_reload_dualpistols_2" "ref_reload_dualpistols_2" fps 30 $sequence "crouch_aim_knife" { "crouch_aim_knife_blend1" "crouch_aim_knife_blend2" "crouch_aim_knife_blend3" "crouch_aim_knife_blend4" "crouch_aim_knife_blend5" "crouch_aim_knife_blend6" "crouch_aim_knife_blend7" "crouch_aim_knife_blend8" "crouch_aim_knife_blend9" blend XR -90 90 fps 12 loop } $sequence "crouch_shoot_knife" { "crouch_shoot_knife_blend1" "crouch_shoot_knife_blend2" "crouch_shoot_knife_blend3" "crouch_shoot_knife_blend4" "crouch_shoot_knife_blend5" "crouch_shoot_knife_blend6" "crouch_shoot_knife_blend7" "crouch_shoot_knife_blend8" "crouch_shoot_knife_blend9" blend XR -90 90 fps 30 } $sequence "ref_aim_knife" { "ref_aim_knife_blend1" "ref_aim_knife_blend2" "ref_aim_knife_blend3" "ref_aim_knife_blend4" "ref_aim_knife_blend5" "ref_aim_knife_blend6" "ref_aim_knife_blend7" "ref_aim_knife_blend8" "ref_aim_knife_blend9" blend XR -90 90 fps 12 loop } $sequence "ref_shoot_knife" { "ref_shoot_knife_blend1" "ref_shoot_knife_blend2" "ref_shoot_knife_blend3" "ref_shoot_knife_blend4" "ref_shoot_knife_blend5" "ref_shoot_knife_blend6" "ref_shoot_knife_blend7" "ref_shoot_knife_blend8" "ref_shoot_knife_blend9" blend XR -90 90 fps 30 loop } $sequence "crouch_aim_ak47" { "crouch_aim_ak47_blend1" "crouch_aim_ak47_blend2" "crouch_aim_ak47_blend3" "crouch_aim_ak47_blend4" "crouch_aim_ak47_blend5" "crouch_aim_ak47_blend6" "crouch_aim_ak47_blend7" "crouch_aim_ak47_blend8" "crouch_aim_ak47_blend9" blend XR -90 90 fps 30 loop } $sequence "crouch_shoot_ak47" { "crouch_shoot_ak47_blend1" "crouch_shoot_ak47_blend2" "crouch_shoot_ak47_blend3" "crouch_shoot_ak47_blend4" "crouch_shoot_ak47_blend5" "crouch_shoot_ak47_blend6" "crouch_shoot_ak47_blend7" "crouch_shoot_ak47_blend8" "crouch_shoot_ak47_blend9" blend XR -90 90 fps 30 { event 5001 0 "40" } } $sequence "crouch_reload_ak47" "crouch_reload_ak47" fps 30 $sequence "ref_aim_ak47" { "ref_aim_ak47_blend1" "ref_aim_ak47_blend2" "ref_aim_ak47_blend3" "ref_aim_ak47_blend4" "ref_aim_ak47_blend5" "ref_aim_ak47_blend6" "ref_aim_ak47_blend7" "ref_aim_ak47_blend8" "ref_aim_ak47_blend9" blend XR -90 90 fps 30 loop } $sequence "ref_shoot_ak47" { "ref_shoot_ak47_blend1" "ref_shoot_ak47_blend2" "ref_shoot_ak47_blend3" "ref_shoot_ak47_blend4" "ref_shoot_ak47_blend5" "ref_shoot_ak47_blend6" "ref_shoot_ak47_blend7" "ref_shoot_ak47_blend8" "ref_shoot_ak47_blend9" blend XR -90 90 fps 30 { event 5001 0 "40" } } $sequence "ref_reload_ak47" "ref_reload_ak47" fps 30 $sequence "crouch_aim_shieldgren" { "crouch_aim_shieldgren_blend1" "crouch_aim_shieldgren_blend2" "crouch_aim_shieldgren_blend3" "crouch_aim_shieldgren_blend4" "crouch_aim_shieldgren_blend5" "crouch_aim_shieldgren_blend6" "crouch_aim_shieldgren_blend7" "crouch_aim_shieldgren_blend8" "crouch_aim_shieldgren_blend9" blend XR -90 90 fps 20 loop } $sequence "crouch_shoot_shieldgren" { "crouch_shoot_shieldgren_blend1" "crouch_shoot_shieldgren_blend2" "crouch_shoot_shieldgren_blend3" "crouch_shoot_shieldgren_blend4" "crouch_shoot_shieldgren_blend5" "crouch_shoot_shieldgren_blend6" "crouch_shoot_shieldgren_blend7" "crouch_shoot_shieldgren_blend8" "crouch_shoot_shieldgren_blend9" blend XR -90 90 fps 45 } $sequence "ref_aim_shieldgren" { "ref_aim_shieldgren_blend1" "ref_aim_shieldgren_blend2" "ref_aim_shieldgren_blend3" "ref_aim_shieldgren_blend4" "ref_aim_shieldgren_blend5" "ref_aim_shieldgren_blend6" "ref_aim_shieldgren_blend7" "ref_aim_shieldgren_blend8" "ref_aim_shieldgren_blend9" blend XR -90 90 fps 20 loop } $sequence "ref_shoot_shieldgren" { "ref_shoot_shieldgren_blend1" "ref_shoot_shieldgren_blend2" "ref_shoot_shieldgren_blend3" "ref_shoot_shieldgren_blend4" "ref_shoot_shieldgren_blend5" "ref_shoot_shieldgren_blend6" "ref_shoot_shieldgren_blend7" "ref_shoot_shieldgren_blend8" "ref_shoot_shieldgren_blend9" blend XR -90 90 fps 45 } $sequence "crouch_aim_shieldknife" { "crouch_aim_shieldknife_blend1" "crouch_aim_shieldknife_blend2" "crouch_aim_shieldknife_blend3" "crouch_aim_shieldknife_blend4" "crouch_aim_shieldknife_blend5" "crouch_aim_shieldknife_blend6" "crouch_aim_shieldknife_blend7" "crouch_aim_shieldknife_blend8" "crouch_aim_shieldknife_blend9" blend XR -90 90 fps 12 loop } $sequence "crouch_shoot_shieldknife" { "crouch_shoot_shieldknife_blend1" "crouch_shoot_shieldknife_blend2" "crouch_shoot_shieldknife_blend3" "crouch_shoot_shieldknife_blend4" "crouch_shoot_shieldknife_blend5" "crouch_shoot_shieldknife_blend6" "crouch_shoot_shieldknife_blend7" "crouch_shoot_shieldknife_blend8" "crouch_shoot_shieldknife_blend9" blend XR -90 90 fps 30 } $sequence "ref_aim_shieldknife" { "ref_aim_shieldknife_blend1" "ref_aim_shieldknife_blend2" "ref_aim_shieldknife_blend3" "ref_aim_shieldknife_blend4" "ref_aim_shieldknife_blend5" "ref_aim_shieldknife_blend6" "ref_aim_shieldknife_blend7" "ref_aim_shieldknife_blend8" "ref_aim_shieldknife_blend9" blend XR -90 90 fps 12 loop } $sequence "ref_shoot_shieldknife" { "ref_shoot_shieldknife_blend1" "ref_shoot_shieldknife_blend2" "ref_shoot_shieldknife_blend3" "ref_shoot_shieldknife_blend4" "ref_shoot_shieldknife_blend5" "ref_shoot_shieldknife_blend6" "ref_shoot_shieldknife_blend7" "ref_shoot_shieldknife_blend8" "ref_shoot_shieldknife_blend9" blend XR -90 90 fps 30 loop } $sequence "crouch_aim_shieldgun" { "crouch_aim_shieldgun_blend1" "crouch_aim_shieldgun_blend2" "crouch_aim_shieldgun_blend3" "crouch_aim_shieldgun_blend4" "crouch_aim_shieldgun_blend5" "crouch_aim_shieldgun_blend6" "crouch_aim_shieldgun_blend7" "crouch_aim_shieldgun_blend8" "crouch_aim_shieldgun_blend9" blend XR -90 90 fps 30 loop } $sequence "crouch_shoot_shieldgun" { "crouch_shoot_shieldgun_blend1" "crouch_shoot_shieldgun_blend2" "crouch_shoot_shieldgun_blend3" "crouch_shoot_shieldgun_blend4" "crouch_shoot_shieldgun_blend5" "crouch_shoot_shieldgun_blend6" "crouch_shoot_shieldgun_blend7" "crouch_shoot_shieldgun_blend8" "crouch_shoot_shieldgun_blend9" blend XR -90 90 fps 30 { event 5001 0 "10" } } $sequence "crouch_reload_shieldgun" "crouch_reload_shieldgun" fps 30 $sequence "ref_aim_shieldgun" { "ref_aim_shieldgun_blend1" "ref_aim_shieldgun_blend2" "ref_aim_shieldgun_blend3" "ref_aim_shieldgun_blend4" "ref_aim_shieldgun_blend5" "ref_aim_shieldgun_blend6" "ref_aim_shieldgun_blend7" "ref_aim_shieldgun_blend8" "ref_aim_shieldgun_blend9" blend XR -90 90 fps 30 loop } $sequence "ref_shoot_shieldgun" { "ref_shoot_shieldgun_blend1" "ref_shoot_shieldgun_blend2" "ref_shoot_shieldgun_blend3" "ref_shoot_shieldgun_blend4" "ref_shoot_shieldgun_blend5" "ref_shoot_shieldgun_blend6" "ref_shoot_shieldgun_blend7" "ref_shoot_shieldgun_blend8" "ref_shoot_shieldgun_blend9" blend XR -90 90 fps 30 { event 5001 0 "10" } } $sequence "ref_reload_shieldgun" "ref_reload_shieldgun" fps 30 $sequence "crouch_aim_shielded" { "crouch_aim_shielded_blend1" "crouch_aim_shielded_blend2" "crouch_aim_shielded_blend3" "crouch_aim_shielded_blend4" "crouch_aim_shielded_blend5" "crouch_aim_shielded_blend6" "crouch_aim_shielded_blend7" "crouch_aim_shielded_blend8" "crouch_aim_shielded_blend9" blend XR -90 90 fps 20 loop } $sequence "ref_aim_shielded" { "ref_aim_shielded_blend1" "ref_aim_shielded_blend2" "ref_aim_shielded_blend3" "ref_aim_shielded_blend4" "ref_aim_shielded_blend5" "ref_aim_shielded_blend6" "ref_aim_shielded_blend7" "ref_aim_shielded_blend8" "ref_aim_shielded_blend9" blend XR -90 90 fps 20 loop } $sequence "gut_flinch" { "gut_flinch_blend1" "gut_flinch_blend2" "gut_flinch_blend3" "gut_flinch_blend4" "gut_flinch_blend5" "gut_flinch_blend6" "gut_flinch_blend7" "gut_flinch_blend8" "gut_flinch_blend9" blend XR -90 90 fps 30 } $sequence "head_flinch" { "head_flinch_blend1" "head_flinch_blend2" "head_flinch_blend3" "head_flinch_blend4" "head_flinch_blend5" "head_flinch_blend6" "head_flinch_blend7" "head_flinch_blend8" "head_flinch_blend9" blend XR -90 90 fps 30 } $sequence "death1" "death1" fps 30 ACT_DIE_CHESTSHOT 1 { event 2001 1 } $sequence "death2" "death2" fps 30 ACT_DIESIMPLE 2 { event 2001 1 } $sequence "death3" "death3" fps 30 ACT_DIE_BACKSHOT 1 { event 2001 1 } $sequence "head" "head" fps 30 ACT_DIE_HEADSHOT 1 { event 2001 1 } $sequence "gutshot" "gutshot" fps 30 ACT_DIE_GUTSHOT 1 { event 2001 1 } $sequence "left" "left" fps 30 ACT_DIESIMPLE 1 { event 2001 1 } $sequence "back" "back" fps 30 ACT_DIEBACKWARD 1 { event 2001 1 } $sequence "right" "right" fps 30 ACT_DIESIMPLE 1 { event 2001 1 } $sequence "forward" "forward" fps 30 ACT_DIEFORWARD 1 { event 2001 1 } $sequence "crouch_die" "crouch_die" fps 30 { event 2001 1 } // End of QC script. (Tal vez no entienda ni "Q" de esto, pero boeh xd) 7) Una vez descompilado nuestro model, buscamos la siguiente linea $externaltextures (algo así se llama) La seleccionamos y la Borramos 8) Guardamos el .qc y lo cerramos. A continuación, entramos a la carpeta donde tenemos nuestro model y borramos el *T.mdl 9) Abrimos nuestro Jed's Half-Life Model Viewer y vamos a la pestaña "Tools", y clickeamos en la opcion "Compile Model..." 10) Buscamos el .qc y le damos a compilar, esperamos a que termine, y listo, tendremos nuestro model sin *T.mdl Tutorial 100% by Morte Créditos: http://www.mundomapper.net/
    1 punto
  3. Hola a todos amigos de Mapping-zone.net... Hoy les traigo el PrtScr 1.5.0.0... :informacion: PrtScr es una pequeña aplicación que nos ayudará a dominar el ancestral arte de capturar pantallas, de una manera potente a la par que amena. Con este programa podemos capturar la pantalla completa, solo ventanas, una selección rectangular o una selección a mano alzada. Antes de hacer una captura se pueden dibujar anotaciones con el ratón, y tambien podemos resaltar las partes mas importantes. Soporta los siguientes formatos: JPG, BMP, PNG Funciona con los siguientes sistema operativo: Windows XP / Windows Vista / Windows 7 :descarga: http://www.megaupload.com/?d=WLXHRHUZ Instalacion: 1. Descargar y descomprimir el PrtScr... 2. Abren la instalacion y le daran en "Next >" 3. Le dan de nuevo "Next >" 3. Ahora si quieren cambian el destino donde se salvara o si no le dan de nuevo en "Next >" 4. Bueno y ahora le damos en "Install" y listo, ya se estara instalando en su pc.
    1 punto
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