- Joined
- Jan 7, 2024
- Messages
- 137
Step 1: Extracting Game Files
Step 1.1: "obtain" a version of the game files, if im not wrong i think there were versions of the game where the files were just there but now its all in .ras files, maybe im wrong ill check on that, anyway get this ras file unpacker from moddb: https://www.moddb.com/games/max-payne/downloads/rasmaster
it should be self explainatory to use just open each ras file of which you think is important (things like language ras files and music are not important for our purposes)
Step 1.2: "obtain" milkshape, milkshape is a really useful modeling software for old games, you can buy the license for it but the free trial will do just fine, here the link: chUmbaLum sOft
Step 1.3: importing max payne models isnt as simple as it seems it needs to be imported with a specific order and must be dealt with carefully, heres the tutorial for that provided by milkshape: chUmbaLum sOft however ill still explain it, first go to Data/database/skins in the extracted game files then choose whichever model you want to try this with whichever you choose you must first import the .kfs file for example: max_payne\Payne_Max_L0.KFS, then import the .skd file max_payne\Payne_Max_L0.SKD
Step 2: Animations
Step 2.1: as explained by the milkshape tutorial the bones in max payne's body need to be positioned b4 any animations so you can simply import a "widepose" animation to do that from here \Data\database\skeletons\default_skeleton\anim\Widepose.kf2 all other animations are basically in the same directory, except for the rats if u wanna import that ig
Step 2.2: save you progress as a milkshape file, you will not save again after this, this must be done b4 importing the other animations, since when you do so it overrides what exists and lets just say there will be some file corruption
Step 2.3: simply import an animation then to export them you must export as a half life smd file, before importing any animations you must save an smd refrence then the rest will be sequences, i chose smd for this since its the easier most convenient and honestly the best fricking model format out there and its also easily importable to blender,
repeat the proccess with these steps untill you have enough animations:
2.3.1: load the milkshape save file for max payne with the widepose, do this from files > recent files
2.3.2: import a .kf2 animation file, it can be anything
2.3.3: export it as a half life smd, when prompted choose sequence not refrence (refrence is the body and bones and is only imported once into blender, sequence is animations)
2.3.4: reload the milkshape save file and repeat
i've already made a bunch which will be in a zip file that ill upload
Step: nah i wont do all this
Step nah.1: at this part u can simply just take my blender file from the blender zip ill upload, then import the smd refrence delete the max payne refrence and everything is ready, thats all, otherwise continue the tutorial
Step 3: Blender
Step 3.1: download the blender source tools: Making sure you're not a bot!
Step 3.2: after installing the plugin which honestly just go google how to do it i dont have to explain this and getting the correct plugin for your blender version you are finally ready to import max payne models, go into File>Import>Source Engine(.smd, .dmx, .qc) and then import the first smd file you made which is supposed to be the refrence file with no animations, and then in bulk import all animations, after this its basically just a polishing step, go learn how to make a material and attach a texture which is extracted from the game files ofc, example path: data\database\skins\young_max_payne\textures
some textures are "shared textures" you can find out which is which and where everything is in the txt files next to the skin folders
Step 4: Guns
Step 4.1: go to milkshape and make a new file, import the "levelitem" gun model file, example path: data\database\weapons\coltcommando
max payne uses different models for different purposes like adding more parts while reloading or using a lower polygon model when things are far (lod1 and lod0) but we only need the level item one
Step 4.2: simply export the gun as an smd refrence file
Step 4.3: import it into blender
Step 4.4: now the gun would have to be reattached in mdlvis anyway after we're done with this but this is just something to look at while testing animations, to attach the
in blender first make sure ur in object mode
then make sure you have the gun chosen NOT the collection its in
then go to the object properties tab in the section underneath and after that scroll till you find relations, it will be at connected to the skeleton by default, disconnect it
now if you go to the modifier properties right under object properties you should see this (this has nothing to do with the relation part btw just sayin)
do not disconnect it, go to the constraints properties 2 tabs under the modifier tab, and make a "Child of" constraint
now before this go to the view port, use r and g keys to reposition the gun into the characters hands
then go the constraint you just made and make the target the main skeleton, set the bone to Gun and click set inverse
now for some reason after i just opened my blender file some weapons now have no bone in the constraints or no constraints at all and instead attached through bone parenting, which still works as it should so if it changes settings automatically but still works just dont mind it
the rest is just basic stuff like fixing animations
Step 1.1: "obtain" a version of the game files, if im not wrong i think there were versions of the game where the files were just there but now its all in .ras files, maybe im wrong ill check on that, anyway get this ras file unpacker from moddb: https://www.moddb.com/games/max-payne/downloads/rasmaster
it should be self explainatory to use just open each ras file of which you think is important (things like language ras files and music are not important for our purposes)
Step 1.2: "obtain" milkshape, milkshape is a really useful modeling software for old games, you can buy the license for it but the free trial will do just fine, here the link: chUmbaLum sOft
Step 1.3: importing max payne models isnt as simple as it seems it needs to be imported with a specific order and must be dealt with carefully, heres the tutorial for that provided by milkshape: chUmbaLum sOft however ill still explain it, first go to Data/database/skins in the extracted game files then choose whichever model you want to try this with whichever you choose you must first import the .kfs file for example: max_payne\Payne_Max_L0.KFS, then import the .skd file max_payne\Payne_Max_L0.SKD
Step 2: Animations
Step 2.1: as explained by the milkshape tutorial the bones in max payne's body need to be positioned b4 any animations so you can simply import a "widepose" animation to do that from here \Data\database\skeletons\default_skeleton\anim\Widepose.kf2 all other animations are basically in the same directory, except for the rats if u wanna import that ig
Step 2.2: save you progress as a milkshape file, you will not save again after this, this must be done b4 importing the other animations, since when you do so it overrides what exists and lets just say there will be some file corruption
Step 2.3: simply import an animation then to export them you must export as a half life smd file, before importing any animations you must save an smd refrence then the rest will be sequences, i chose smd for this since its the easier most convenient and honestly the best fricking model format out there and its also easily importable to blender,
repeat the proccess with these steps untill you have enough animations:
2.3.1: load the milkshape save file for max payne with the widepose, do this from files > recent files
2.3.2: import a .kf2 animation file, it can be anything
2.3.3: export it as a half life smd, when prompted choose sequence not refrence (refrence is the body and bones and is only imported once into blender, sequence is animations)
2.3.4: reload the milkshape save file and repeat
i've already made a bunch which will be in a zip file that ill upload
Step: nah i wont do all this
Step nah.1: at this part u can simply just take my blender file from the blender zip ill upload, then import the smd refrence delete the max payne refrence and everything is ready, thats all, otherwise continue the tutorial
Step 3: Blender
Step 3.1: download the blender source tools: Making sure you're not a bot!
Step 3.2: after installing the plugin which honestly just go google how to do it i dont have to explain this and getting the correct plugin for your blender version you are finally ready to import max payne models, go into File>Import>Source Engine(.smd, .dmx, .qc) and then import the first smd file you made which is supposed to be the refrence file with no animations, and then in bulk import all animations, after this its basically just a polishing step, go learn how to make a material and attach a texture which is extracted from the game files ofc, example path: data\database\skins\young_max_payne\textures
some textures are "shared textures" you can find out which is which and where everything is in the txt files next to the skin folders
Step 4: Guns
Step 4.1: go to milkshape and make a new file, import the "levelitem" gun model file, example path: data\database\weapons\coltcommando
max payne uses different models for different purposes like adding more parts while reloading or using a lower polygon model when things are far (lod1 and lod0) but we only need the level item one
Step 4.2: simply export the gun as an smd refrence file
Step 4.3: import it into blender
Step 4.4: now the gun would have to be reattached in mdlvis anyway after we're done with this but this is just something to look at while testing animations, to attach the
in blender first make sure ur in object mode
then make sure you have the gun chosen NOT the collection its in
then go to the object properties tab in the section underneath and after that scroll till you find relations, it will be at connected to the skeleton by default, disconnect it
now if you go to the modifier properties right under object properties you should see this (this has nothing to do with the relation part btw just sayin)
do not disconnect it, go to the constraints properties 2 tabs under the modifier tab, and make a "Child of" constraint
now before this go to the view port, use r and g keys to reposition the gun into the characters hands
then go the constraint you just made and make the target the main skeleton, set the bone to Gun and click set inverse
now for some reason after i just opened my blender file some weapons now have no bone in the constraints or no constraints at all and instead attached through bone parenting, which still works as it should so if it changes settings automatically but still works just dont mind it
the rest is just basic stuff like fixing animations
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