Blender Source Tools Help: Difference between revisions

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m (Robot: fixing template case.)
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This tutorial will show you how to export a simple model from [[Blender]] for compiling with [[studiomdl]].
#redirect [[Blender Modelling Walkthrough#Exporting the model]]
 
'''To learn about the general usage of Blender, see [[Is Blender 3D Good for Source/How to Start]].'''
 
{{TODO|Is it not possible to export collision meshes? That's crap!}}
 
== The export process ==
 
[[Image:Model_blender_export.png|right|150px|Menu location of Blender's SMD export command.]]
 
#Create your model and texture it via UV mapping. The result should be a .blend file and all the [[TGA]] files you used as textures. The example used here is the PC Gamer UK mag secreted all around de_dust_pcg (blender file for the model <code>pcgmag.blend</code> and texture file <code>pcgmag.tga</code>)
#Having installed the [[Blender#Plugins | SMD exporter plugin]], export your model to a Half-Life 2 [[SMD]] file, in this case <code>pcgmag.smd</code>.
#Copy the SMD file into <code><game>/modelsrc</code> and the TGA file(s) into <code><game>/materialsrc/models</code>
#The SMD you have already is '''just the reference model'''. We will also need an additional SMD to declare the 'idle' animation. So, in a text-editor, create a file called <code>pcgmag_idle.smd</code> (or some other name ending in SMD) and enter this as its contents:
 
version 1
nodes
0 "joint0" -1
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0 0.000000 0.000000
end
 
You are now ready to [[Compiling Models|compile the model]].

Revision as of 02:29, 27 August 2009