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Chips' Fun House Forum Index  ~  Mapping & Modeling  ~  HL/TFC Weapons tutorials
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Controlled Chaos
PostPosted: Fri Dec 30, 2005 9:57 am  Reply with quote
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Joined: 05 Dec 2004
Posts: 1848
Location: Boston

Im making this beacuse im intrested in doing some of these but dont have a damn clue as how to go about it. I figured that alot of people here have some experiance in doing this kind of stuff and could write up some good tips for us weapons noobs.

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Nerve-ana
PostPosted: Fri Dec 30, 2005 10:00 am  Reply with quote
Forum H4xor
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Joined: 08 Dec 2004
Posts: 2504
Location: NJ

Yea same here i would like to model weapons, but its hard. i need a ANShin tut for it Razz also a how to team color properly tut would be nice.

CC i think most of the weapons made for TFC were made with Milkshape 3D http://www.swissquake.ch/chumbalum-soft/
they have some tuts for that herre
http://www.swissquake.ch/chumbalum-soft/ms3d/tutorials.html
maybe you could learn the basics from that

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Controlled Chaos
PostPosted: Fri Dec 30, 2005 10:25 am  Reply with quote
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Cool man. Yea i want to get into it beacuse i need an outlet for my brain as its not getting the proper workout it should. Plus on my HW AC model it has no hands on it an I just find that lazyness that shouldnt have happened.(even though I have drawviewmodel set to 0 in my HW config lol.wav)

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Nerve-ana
PostPosted: Fri Dec 30, 2005 10:31 am  Reply with quote
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lol thats weird

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Controlled Chaos
PostPosted: Mon Feb 27, 2006 1:47 am  Reply with quote
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Dammit I have been looking for a tutorial on how to reskinn weapon models and have come up with nothing. I really want to give this a shot. Anyone want to help me out here? Very Happy

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Nerve-ana
PostPosted: Mon Feb 27, 2006 4:48 pm  Reply with quote
Forum H4xor
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Joined: 08 Dec 2004
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If you want to simply reskin a weapon, than thats simple.

1. Download Jeds Half Life Model Viewer

2. Obviously Install It.

3. Open up a model you want to reskin.

4. Click Textures Tab Than Click

5. Than in photoshop CS, simply open the exported texture .bmp

6. Open it --> copy the whole texture --> create a new file [ it should be the same width and hight as the texture copied] --> Paste texture --> edit texture all you want.

7. After done editing you must drop down the colors to 256 and save it as a 8 bit .bmp. to do this in Photoshop: CS click Image> mode> indexed color> if it asks to merge layers than do so > Palette: Local (Selective) Colors: 256 Forse: None rest options leave alone. CLICK "OK" than save as scrool to bmp than 8 bit and give it a name.

tada your done

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Demasu
PostPosted: Mon Feb 27, 2006 5:09 pm  Reply with quote
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Joined: 07 Feb 2005
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I have a complete tutorial somewhere Chaos, gimmie a sec and I'll look it up, it has pictures and everything.

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Nerve-ana
PostPosted: Mon Feb 27, 2006 5:12 pm  Reply with quote
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lies mine is better

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Demasu
PostPosted: Mon Feb 27, 2006 5:13 pm  Reply with quote
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http://www.chipsfunhouse.com/forum/viewtopic.php?p=34965#34965

psh, your a nub Razz

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Controlled Chaos
PostPosted: Mon Feb 27, 2006 10:23 pm  Reply with quote
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I actually figured it out with a little help from a small write up on planetfortress. All I really did was add the -[CfH]- tag to my super shotty model, medkit, and my Rpg model. The only thing that I had trouble with is on my Rpg model when i tried to put on the tag on the .bmp I guess the bmp was backwards or some thing so when looking at the rpg in game the tag is backwards. Any tips on this? Question

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Demasu
PostPosted: Mon Feb 27, 2006 10:31 pm  Reply with quote
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flip it around, it's that simple

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Controlled Chaos
PostPosted: Mon Feb 27, 2006 10:34 pm  Reply with quote
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Flip what around? The text? The .bmp? if you mean the .bmp i did that and it didnt work. If you mean the text im not to sure on how to do that with photoshop ATM. Very Happy

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Audhumla
PostPosted: Tue Feb 28, 2006 12:30 am  Reply with quote
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Joined: 25 Nov 2004
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Location: Eugene, Oregon

On my rpg model I just drew the -[CfH]- in all inversemirrorviewed like manually.

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