- Joined
- Jan 7, 2024
- Messages
- 137
how to port goldsrc models which are from games like half-life 1 and early counter strike games
this tutorial assumes you already know a teeny tiny bit about war3 modeling stuff
first get the model file from the half life 1 game files which is really simple just go into the game folder then into Valve then into models and find the model your seaching for, it should be in a .mdl format but its far from ready to get into warcraft in any way
download "Crowbar" a software that helps with dealing with source and goldsrc files
decompile it making sure u use the non-valve uv mapping check on (important for goldsrc), make sure it matches these overall:
import the model to blender through source tools (i consider using blender 3.6 to avoid errors and to have a smooth experience)
Blender Source Tools: Release Archives (look for the latest that support your blender version)
fix the animations with the warcraft 3 names (stand, attack, death etc.)
fix walk and run animations manually so the character stays in place while walking (i consider using a plane then moving the whole skeleton back close to it and then setting the location on the keyframe by using I then choosing location and rotation but u shouldnt use scale)
after doing that and prob fixing some other issues (mostly do that in blender not in warcraft editors cuz blender is easier)
try to import an original warcraft model to compare the scale then delete it (scale the model down if its too big)
then export the model through warcraft model exporter which im gonna try to upload a version of (make sure to tick the Use actions option to export animations, avoid ticking other unticked stuff)
then go to war3 model editor and do these things:
textures: CHARACTERNAME/body.blp CHARACTERNAME/face.blp CHARACTERNAME/weapons.blp
camera:
name: Portrait
postition:
x 26.2999
y 20.6128
z 105.243
Target:
x 15.225
y 10.7176
z 103.138
if the model is scaled correctly and its a player model (like multiplayer ones) the camera should be in the right place, if its not fix ur model, make it face the right way and scale it down
collision:
sphere 1:
bounds=65, z=30
sphere 2:
bounds=65, z=80
notice the spheres might look a little big but thats fine
you are free to add team glow in the back
the texture paths may have to be edited in retera instead, u dont really have to do it anyway
make sure the model at the end is a .mdx and remember ur gonna have to import the textures standalone when u import the model to war3 map editor
also u can add a muzzle flash these are the recommended settings:
if you have any questions please ask i will prob help right away
this tutorial assumes you already know a teeny tiny bit about war3 modeling stuff
first get the model file from the half life 1 game files which is really simple just go into the game folder then into Valve then into models and find the model your seaching for, it should be in a .mdl format but its far from ready to get into warcraft in any way
download "Crowbar" a software that helps with dealing with source and goldsrc files
decompile it making sure u use the non-valve uv mapping check on (important for goldsrc), make sure it matches these overall:
import the model to blender through source tools (i consider using blender 3.6 to avoid errors and to have a smooth experience)
Blender Source Tools: Release Archives (look for the latest that support your blender version)
if u dont know how to just go to the shading tab at the top and in the node editor choose each material and make a new node from texture>Image Texture and load the image into it
then connect the color thingy from the texture node into the color thingy in the bsdf node and connect the alpha too if your image includes that, you dont really have to do this in blender but its great to see how the model looks while working on it
then connect the color thingy from the texture node into the color thingy in the bsdf node and connect the alpha too if your image includes that, you dont really have to do this in blender but its great to see how the model looks while working on it
fix the animations with the warcraft 3 names (stand, attack, death etc.)
fix walk and run animations manually so the character stays in place while walking (i consider using a plane then moving the whole skeleton back close to it and then setting the location on the keyframe by using I then choosing location and rotation but u shouldnt use scale)
after doing that and prob fixing some other issues (mostly do that in blender not in warcraft editors cuz blender is easier)
try to import an original warcraft model to compare the scale then delete it (scale the model down if its too big)
then export the model through warcraft model exporter which im gonna try to upload a version of (make sure to tick the Use actions option to export animations, avoid ticking other unticked stuff)
then go to war3 model editor and do these things:
textures: CHARACTERNAME/body.blp CHARACTERNAME/face.blp CHARACTERNAME/weapons.blp
camera:
name: Portrait
postition:
x 26.2999
y 20.6128
z 105.243
Target:
x 15.225
y 10.7176
z 103.138
if the model is scaled correctly and its a player model (like multiplayer ones) the camera should be in the right place, if its not fix ur model, make it face the right way and scale it down
collision:
sphere 1:
bounds=65, z=30
sphere 2:
bounds=65, z=80
notice the spheres might look a little big but thats fine
you are free to add team glow in the back
the texture paths may have to be edited in retera instead, u dont really have to do it anyway
make sure the model at the end is a .mdx and remember ur gonna have to import the textures standalone when u import the model to war3 map editor
also u can add a muzzle flash these are the recommended settings:
if you have any questions please ask i will prob help right away


