This tutorial will explain, using Milkshape 3D and Half-Life Model Viewer, how to add new arms as well as using additive transparency for a laser.
This method also gets you used to "model hacking" to alter a weapon model any way you choose. In this tutorial, I will be adding CSS arms to an
MP5 and adding the laser in the final step.
The file below contains all 3 model files as well as the final product that I used originally to hack the final version of the MP5 with CSS arms + laser. I recommend downloading
these to go along with this tutorial to understand it fully. Also below is Half-Life Model Viewer which is a 2nd program to view models.
MP5 Model Files - [
Example Files ] -----------[+]----------- HLMV Files - [
HLMV Files ]
1. First thing to do is to decompile all models to be used. If you haven't already, make 3 folders for each individual model to decompile it.
in MILKSHAPE3D go to: Tools > Kratisto's Half-Life MDL Decompiler and find each one of the files that end in .mdl and decompile them as pictured below.
2. Now you have all the model files decompiled into 3 separate folders, as pictured above. In these folders, it contains all textures, animations, etc.
3. Next we have to import the reference .smd file that contains the MP5 with the CSS arms, cause we're going to replace it and essentially give the old MP5
CSS arms...as is our goal here. So in MILKSHAPE 3D go to: File > Import > Half-Life SMD. Then you go to the folder containing the css_arms and you have to
select the "reference" mp5, which means the model that all the animations are based upon, and ultimately the most important part of a model. Usually it will
have words such as: template, reference, ref, etc. on it with the .smd extension.
4. Once you open it, make sure you UNCHECK "rename bones" as I've heard this may cause problems in the animations....NOTCE in this program you have 4 total
windows with different views. You can change this any time by RIGHT-clicking on a window then choosing which angle you want.
5. As you can see in STEP 2 above, we first opened the reference .smd file for the CSS arms first, which was named "MP5_reference.smd" in the above right side
of the picture in STEP 2. Second, we opened the mp5 reference file for the MP5 that we want to put the CSS arms on by replacing the MP5 that has the css arms
on it. This .smd was named "f_mp5_template.smd" which we IMPORT second, as pictured above and is highlighted in
RED above.
6. Next, we have to move the 2nd imported MP5 into place to match the first MP5 so that we can replace it successfully. So, if its not selected, click on the
GROUPS tab in the top right and click each of the .bmp files then click select. So you click: sav1.bmp, SELECT, sav2sd.bmp, SELECT, and sav3.bmp, SELECT and
it will be all selected in red PIECE BY PIECE. Next go back to the MODELS tab and click the MOVE button so that we can move the model around. ( NOTE: this is VERY important that you keep this selection method in mind, as it allows you to get control of
a model that gets out of control, lol).
7. Moving the model around is important first, cause it has to be aligned in EVERY angle to make sure its straight. Look at each window and make sure you have
the model aligned with the 1st MP5 in both front, side, and top views, and even use the 3D view in the bottom-left to rotate around to look. Now that we have
it moved, we have to SCALE it to make it larger. with the model still selected, click the SCALE button in the MODELS tab. Then carefully move you mouse with
the left-button held down and make the MP5 larger and get it really close to the same size as the original MP5 still in WHITE. Obviously, anything not selected
is still
WHITE.
8. Once you scale it around, you may have to adjust it again by moving it around more, as well as, using ROTATE to make sure its angled correctly against
the model you wish to replace. NEXT, the best idea is to align the TRIGGERS of the weapon to get a fairly close alignment, as well as the GRIP and CLIP. Try
to get as close as you can, then we can move on to the next step.
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