Converting brushes to models with XSI: Difference between revisions
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==XSI Mod Tool== | ==XSI Mod Tool== | ||
*Load that prefab file in XSI Mod Tool using ValveSource>VMF Tools>VMF import. | *Load that prefab file in XSI Mod Tool using ValveSource>VMF Tools>VMF import. | ||
[[Image:Xsibrush02.jpg|ValveSource>VMF Tools>VMF import]] | [[Image:Xsibrush02.jpg|ValveSource>VMF Tools>VMF import]] | ||
[[Image:Xsibrush03.jpg|Brush loaded]] | [[Image:Xsibrush03.jpg|Brush loaded]] | ||
[[Image:Xsibrush04.jpg|Press Ctrl+A to see the whole]] | [[Image:Xsibrush04.jpg|Press Ctrl+A to see the whole]] | ||
*To make the editing easier do: | *To make the editing easier do: | ||
**Go to visibility options(click eye icon in each view), switch to '''Visual Cues''' tab, and set U/V Cell/Snap Size to 16 or 32 in Floor/Grid Setup, then click '''Copy to Translate Snap Increment'''. | **Go to visibility options(click eye icon in each view), switch to '''Visual Cues''' tab, and set U/V Cell/Snap Size to 16 or 32 in Floor/Grid Setup, then click '''Copy to Translate Snap Increment'''. | ||
[[Image:Xsibrush05.jpg|visibility options]] | [[Image:Xsibrush05.jpg|visibility options]] | ||
[[Image:Xsibrush06.jpg|Change Grid setup, click Copy to Translate Snap Increment]] | [[Image:Xsibrush06.jpg|Change Grid setup, click Copy to Translate Snap Increment]] | ||
[[Image:Xsibrush07.jpg|Now grid displayed]] | [[Image:Xsibrush07.jpg|Now grid displayed]] | ||
**In the Snap panel, click ON and grid icons. | **In the Snap panel, click ON and grid icons. | ||
[[Image:Xsibrush09.jpg|Enable Snapping]] | [[Image:Xsibrush09.jpg|Enable Snapping]] | ||
*Now XSI works like Hammer's ''Snap to Grid''. | *Now XSI works like Hammer's ''Snap to Grid''. | ||
*Move loaded mesh to the world origin.The world origin in XSI will be the pivot point in Hammer. See [[Animators Guide to Scripted Sequences]] for details. | *Move loaded mesh to the world origin.The world origin in XSI will be the pivot point in Hammer. See [[Animators Guide to Scripted Sequences]] for details. | ||
[[Image:Xsibrush10.JPG|Move the brush so that the World Origin to be centered on the ground]] | [[Image:Xsibrush10.JPG|Move the brush so that the World Origin to be centered on the ground]] | ||
[[Image:Xsibrush11.JPG|Moved correctly]] | [[Image:Xsibrush11.JPG|Moved correctly]] | ||
*Select the mesh, then click cut button in the Constrain panel. This will free the mesh from MapRoot which has rotations. | *Select the mesh, then click cut button in the Constrain panel. This will free the mesh from MapRoot which has rotations. | ||
[[Image:Xsibrush12.jpg|Explorer:Mesh is under the MapRoot. Mesh is selected.]] | [[Image:Xsibrush12.jpg|Explorer:Mesh is under the MapRoot. Mesh is selected.]] | ||
[[Image:Xsibrush13.jpg|Cut Hierarchical Link]] | [[Image:Xsibrush13.jpg|Cut Hierarchical Link]] | ||
[[Image:Xsibrush14.jpg|Mesh is now free from the MapRoot]] | [[Image:Xsibrush14.jpg|Mesh is now free from the MapRoot]] | ||
*Delete MapRoot. | *Delete MapRoot. | ||
[[Image:Xsibrush15.jpg|Select MapRoot and delete]] | [[Image:Xsibrush15.jpg|Select MapRoot and delete]] | ||
[[Image:Xsibrush16.jpg|MapRoot deleted]] | [[Image:Xsibrush16.jpg|MapRoot deleted]] | ||
*Select the mesh, do Freeze and Freeze All Transformation. | *Select the mesh, do Freeze and Freeze All Transformation. | ||
[[Image:Xsibrush18.jpg|Freeze]] | [[Image:Xsibrush18.jpg|Freeze]] | ||
[[Image:Xsibrush17.jpg|Freeze All Transformation]] | [[Image:Xsibrush17.jpg|Freeze All Transformation]] | ||
*Now you can edit it as you like, give it more detail etc. Don't forget to texture it, for SMD exporter only export mesh with material and UV informations. | *Now you can edit it as you like, give it more detail etc. Don't forget to texture it, for SMD exporter only export mesh with material and UV informations. | ||
[[Image:Xsibrush26.jpg|Textured and beveling added]] | [[Image:Xsibrush26.jpg|Textured and beveling added]] | ||
*If you are happy with your mesh, Freeze and Freeze All Transformation again, then click ValveSource>Export SMD, and export as a reference SMD. | *If you are happy with your mesh, Freeze and Freeze All Transformation again, then click ValveSource>Export SMD, and export as a reference SMD. | ||
[[Image:Xsibrush27.JPG|Export SMD]] | [[Image:Xsibrush27.JPG|Export SMD]] | ||
Revision as of 09:28, 26 September 2005
This tutorial shows how to convert brush structures in Hammer Editor into a prop_static using XSI Mod Tool.
Basics and Limitation
- 1 unit in Hammer = 1 unit in XSI
- You'll have to set Texture UV in XSI again, so don't spend much time tuning texture in hammer.
- You need Valve Source Addon(ValveSource.0105.01.xsiaddon) for XSI. This can be found in
sourcesdk/xsi
.
Hammer
- Save brush structures as a prefab in Hammer Editor.
- Select brush structures.
- Then click Create Prefab, and save it as .vmf file.
XSI Mod Tool
- Load that prefab file in XSI Mod Tool using ValveSource>VMF Tools>VMF import.
- To make the editing easier do:
- Go to visibility options(click eye icon in each view), switch to Visual Cues tab, and set U/V Cell/Snap Size to 16 or 32 in Floor/Grid Setup, then click Copy to Translate Snap Increment.
- In the Snap panel, click ON and grid icons.
- Now XSI works like Hammer's Snap to Grid.
- Move loaded mesh to the world origin.The world origin in XSI will be the pivot point in Hammer. See Animators Guide to Scripted Sequences for details.
- Select the mesh, then click cut button in the Constrain panel. This will free the mesh from MapRoot which has rotations.
- Delete MapRoot.
- Select the mesh, do Freeze and Freeze All Transformation.
- Now you can edit it as you like, give it more detail etc. Don't forget to texture it, for SMD exporter only export mesh with material and UV informations.
- If you are happy with your mesh, Freeze and Freeze All Transformation again, then click ValveSource>Export SMD, and export as a reference SMD.
Compile
- Now compile the model and textures. Here I use Cannonfodder's StudioCompiler for compiling prop_static model and texture.
- Preview the compiled model in HLMV
Hammer again
- Place it as prop_static in hammer.
- Set the World Model in entity properties.
- Now place the model as you like.