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Todo lo publicado por Morte
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Yo te explico, no descompiles y compiles con MilkShape porque siempre vas a tener ese error usa el studiomdl.exe y el mdldec.exe despues hace otra vez todo lo que hiciste y el model se va a ver bien
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(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)(bah)
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[Tutorial] Texturas Detalladas "r_detailtextures 1"
tema responde a 4RQU1T3CT0 de Morte en Guias y Tutoriales
Muy bueno después voy a probar para ver que sale- 11 respuestas
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Remera Amarilla y Blanco PA! Yo baile con Una lata de arvejas Porque asi soy yo Yo baile con Una lata de arvejas Porque estaba aburrido
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El mejor prefab, nunca lo van a igualar, JAMAS!! Descarga: http://www.mediafire.com/?9gnm9kj0m56bmoj
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Yo hice al robot Wall-e, el de la pelicula El mejor prefab:
- 10 respuestas
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Che se necesita alguna versión del SAMP en especial?
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Mira te explico. Las manos del zombie no se cambian si cambias el model del zombie, también tenes que reemplazar las hands, porque no viene todo junto.
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[Pedido] Alguien me puede añadir una secuencia simple?
tema responde a ciio de Morte en Dudas y Problemas
Perdón, yo te prometí que te lo hacia ahora me lo pongo a hacer... Edit. se me jodió la cosa, te gustaría que lo haga como un rehen y fue? xd -
Esa es tu casa gordo :E (? Esta bueno el mapa (awesome face), mi puntuación es la siguiente: "?" (puntuación secreta ) Pd. te estoy esperando para jugar al Team Fortress 2
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tkbmorte Juego Age y RECB
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Porque tenes olor a mandarina ¿Por que te alejas?
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Se jode el chorro por entrar a robar, a la vieja le doy una medalla
- 6 respuestas
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- delincuente
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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/
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Creas el mapa y después pones la textura null en las partes del mapa que no se ven.
- 5 respuestas
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- mapping
- orientacion
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(y 1 más)
Etiquetado con:
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XP MODE FAIL lo odio!! me cago todo un code este tuto ._.
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he_dust Mi Primer Mapa! Con Ayuda de tada-s y ezequieL
tema responde a Howard de Morte en Grenade War
Esta piola, quedaria mejor si rompes esa forma cuadrada de mapa cuadrado (xD) 8/10 -
#include #include #include #define PLUGIN "Granadas" #define VERSION "0.0.1" #define AUTHOR "Morte" public plugin_init() { register_plugin(PLUGIN, VERSION, AUTHOR) register_clcmd("say latas", "CmdDarGranadas") } public CmdDarGranadas(id) { if(!is_user_alive(id)) return; give_item(id, "weapon_hegrenade") cs_set_user_bpammo(id, CSW_HEGRENADE, 5) give_item(id, "weapon_smokegrenade") cs_set_user_bpammo(id, CSW_SMOKEGRENADE, 5) give_item(id, "weapon_flashbang") cs_set_user_bpammo(id, CSW_FLASHBANG, 5) }
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JAJAJAJA, tal vez conoscan (o no) esta cancion, jaja es re viciosa, ¿Cuanto tiempo podes estar vos escuchando esta cancion? http://www.shutupwomangetonmyhorse.com/ Yo podria estar HORAS, MUCHAS HORAS =D
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Para su Info, el "{" es solo para separar esas texturas de las otras, igual que "!" Y te recomiendo no usar "Texture Some Light" queda feo, es mejor "Solid No Light" Otra cosa... Con el color negro de fondo también funca de 10, y un "addictive" (eso si, en la oscuridad brilla con "addictive")
- 6 respuestas
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- ayuda
- solucionado
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(y 2 más)
Etiquetado con:
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Mapa: Bb_action_mz Tamaño: Medio / Grande Peso: 1,14 MB Slots: 32 Wads: Todo en el MAP Imagen: Descarga: http://www.mediafire.com/?yq1zny0zd1z Pd. Cualquier Bug Avisenme!! Pd2. No se quien dijo que los detalles no eran necesarios :$ SON RE NECESARIOS!! xD
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Bienvenido, pásala bien, aprende, hace amigos y lee te las reglas =P
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1.- Creas un archivo, Formato .bmp, tamaño maximo 256x256, Modo de Color: Indexado. 2.- Abris Wally y creas un wad nuevo (Fijate en mi tuto de la firma brillante) 3.- Copias tu Textura y apretas Click Derecho (en el Wally) y apretas otra vez donde dice "Paste as New" 4.- Guardas el Wad

