Bear with me, as this is a repost of a tutorial I never finished. I may be finishing it soon enough. Now on to the tutorial.
I finally decided to get around to typing this up, but don't expect it to be complete for a while.
Firstly, you'll need these tools.
GCFScape (To open and extract from the gcf game files. A gcf is an all in one storage file)
VPKTool (Originally a tool for Vampire: Bloodlines, but works for decompiling any Source game's VTF/VMT texture files to TGA format)
MDLDecompiler (Converts Source .mdl format animation/model files into separate .smd files)
SMDImporter (Script for importing aforementioned .smd files into 3DSMax)
A source game! (Obvious, isn't it?)
Photoshop (To convert the TGA files to TIFF files so tool can compile them)
HEK (Obvious enough)
SourceSDK (You may or may not need this. Pretty sure you do though.)
A Hex editor (To edit the MDL file)
Now, before we start, a few quick facts:
You will probably want to make shortcuts to your Steam folder and Halo folder.
Your steam folder should be located at "C:\Program Files\Steam".
Your Halo CE folder is at "C:\Program Files\Microsoft Games\Halo Custom Edition".
BSPs can not be ripped in the same method, so this only applies to weapons and pretty much anything else.
Okay, let's actually start.
Getting the model and material files out of the gcf container
Firstly, open up GCFScape and hit File > Open, then browse to your Steam gcf directory. This is located here: "C:\Program Files\Steam\steamapps"
For this tutorial, we will be transferring the Huntsman from TF2, along with it's arrow (We'll start with the arrow for simplicity's sake) so open this file:
Hit the plus next to "tf" then hit the plus next to "models", then hit the plus next to "weapons", and finally, the plus next to "w_models" and you should see something like this:
In the right window, go ahead and select everything that has "w_arrow" in it, like so:
Then right click in the right window, and click "Extract" and choose a folder to store it in. Mine will be a in a folder called "Arrow".
Now, go to file > open again, and this time select this file:
Press plus next to "tf" then the plus next to "materials" then the one next to "models" then the one next to "weapons" then in the right menu, find "w_arrow" and right click it. Finally, select both files in the folder, and right click and hit export. Export it to your "arrow" folder.
You can close GCFScape now. On to the next step!
Converting the model container file to separate meshes and animation files
This part requires a bit of setup. Take the provided "MDLDecompiler.exe" file, and place it in your sourcesdk HL2: Ep1 bin folder. This is located at "C:\Program Files\Steam\steamapps\<STEAM NAME HERE>\sourcesdk\bin\ep1\bin".
Once you've done that, open the MDLDecompiler exe and you should see this:
Now, before continuing, there is something you may have to do. If you are ripping a model from any Orange Box game, you will need to hex the main .mdl file because of version differences. Open up your favorite hex editor and open "w_arrow.mdl" in it. You will see this:
Click on the 0 that is highlighted in the previous picture. From here, hit the comma (,) on your keyboard, and you should see it replace the zero like so:
Save and exit, then switch back over to the mdl decompiler. From here, put in the location of your model in the top box. Mine is here "C:\Users\Justin\Desktop\steam stuff\arrow\w_arrow.mdl". Then, put in where you want the output. Mine will just be the arrow folder. When you're done, it should look similar to this:
Now make sure all the boxes at the bottom are unchecked and hit "Extract" and hit okay when it says model loaded. Then just wait until it says "Completed dumping model".
Your model is now extracted as a .smd file, and can be loaded with the provided 3DSMax script. The main model is always the one with the file name and then "_reference" in front of it. Go ahead and load 3DS, and click the "Maxscript" dropdown and hit "Run script" and browse to your script and open it, then hit the little hammer tab like so:
Then click the maxscript button, and it should bring out a dropdown box under "Utilities". Change the dropdown to "Half-Life smd import" and it will open the importer below it. From here, click the "Import smd" button, and scroll to your arrow folder, then select "w_arrow_reference.smd" like so:
Hit okay, and wait for it to import. You should then see your model imported into 3DSMax! Nice work!
Keep in mind this is only the arrow as of right now.
Now, you just have to repeat the process above for the bow itself. The bow does not have a "W_Bow" model, which is called a world model, it only has a "C_Bow" model, but this will work fine. You will find the model and textures in the same place as the arrow's, except it will be in "c_models" instead.
Extract and convert everything exactly as you did before. All of it is the same.
Rest of the tutorial later!
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Ripping Models And Textures From Source Games
For use in Halo CE
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