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Importing Half-Life 2 models to 3DS Max

importing

Whether you want to create your own models to use in-game or wish to make animations using the in-game models, it will become essential to import the models from the game into 3DS Max. To accomplish this, you’ll need a number of programs and plugins:

Once you have the required programs, start by opening the game content file using GCFScape. I want to extract Team Fortress 2 models, so the file I need to open is team fortress 2 content.gcf.

gfc2

After locating the files you wish to import, extract them to an empty folder. The textures for the model can be found in the team fortress 2 materials.gcf file.

gfc

If you are importing episode 2 based content (for example Team Fortress 2 or Left 4 Dead), open up the hex editor you downloaded, and open the model (*.mdl) file. At the very beginning, the text should be IDST0, replace the 0 into a , (comma) so the resulting text will be IDST,

xvi

Next, you need to launch the MDLDecompiler program. Make sure that you have it placed in your steamapps\*acctname*\sourcesdk\bin\ep1\bin folder. Fire it up and select the *.mdl you edited in the previous step as the Model File. Select the destination folder for output and uncheck the Use Steam File Access option.

mdl

Run the extraction, and unless you encounter any problems you should have a list of files similar to the ones listed in the image below. Please note that the number of files and names vary depending on model.

files

Next, launch 3DS Max. Go to File->Import and look for the *.smd file you wish to import. Often there are more than one *.smd file extracted by the MDLDecompiler. Usually the one you are after is named something amount the lines of lod1_NAME_*******.dmx.smd. The lower the lod#, the higher the quality on the model.

smd

During import make sure to check Convert from left handed coordinate space if you wish to have your model standing vertically.

Your model should be imported into 3DS Max now, but it still lacks the right textures. Open up your Materials Editor (hotkey M) and select an empty slot. Select a material from the scene and choose SMDImport.

smdimport

Open up the sub-materials and look for any bitmaps used in it. They usually are *.bmp files, but we do not need to convert them to *.bmp in-case you installed the VTF plug-in for 3DS Max. Search for the correct *.vtf file for each *.bmp material file and your model should start looking the way it is supposed to.

material

Now it’s up to you what you wish your imported game models to do.

done

8 Responses to “Importing Half-Life 2 models to 3DS Max”

  1. Gret9 says:

    Very useful. Thanks

  2. boneyard says:

    nice tutorial, good work!

  3. CarbonPanda says:

    I’d love you forever if you made a tutorial on how to get them back in to Source.

  4. Fpartan says:

    Dude ur supposed to make a copy of the files your extracting. If you didnt they would never work ever again. :roll:

  5. Niklas says:

    You’re not modifying any in-game files if your extracting them away from the game archives.

  6. Klevah says:

    On the step with mdlcompiler it says unable to load model, anything i did wrong ? =/

  7. Klevah says:

    You don’t need to decompile the characters anymore either. Just use the qc and smd files for the TF2 characters in sourcesdk_content\tf\modelsrc\player

  8. Leshey says:

    any way to export tf2 animation to 3DS max?

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