1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

Importing my Models into Hammer Editor?

  • Oldfaq
  • July 21, 2004 at 8:42 PM
  • Oldfaq
    • July 21, 2004 at 8:42 PM
    • #1

    hey, I didn't know where to place this so I posted it here move it if you have to

    Im a 3d modeler and I would like to learn howto import my models into maps taht I make, I was wondering if anyone knew any tutorials that knew how it is done, Thanks

    Oldfaq

    [email protected]

    http://www.shadow-phoenix.com

  • st0lve
    • July 21, 2004 at 9:17 PM
    • #2

    You need to compile it.

    Try to use Milkshape3D for it.

  • zaphod
    • July 21, 2004 at 9:19 PM
    • #3

    this belongs in the engine discussion forum.

  • FrieChamp
    • July 21, 2004 at 10:51 PM
    • #4

    They need to be .mdl format and then it's best to use a "cycler" entity. Then just add the path.

  • Izuno
    • July 22, 2004 at 6:20 AM
    • #5
    Quote from FrieChamp

    They need to be .mdl format and then it's best to use a "cycler" entity. Then just add the path.

    you may also want to try the env_model entity in Hammer.

  • Zazi
    • July 22, 2004 at 8:21 AM
    • #6

    env_model doesn't always work, in my experience. I've always had strange shit happening, like it generating leaks when the entire model is clearly inside the map. Or it sometimes being random with the directory structure demarkation ( aka "/" or "\"... sometimes it won't let you use both)... or it just won't show up. Or it'll give a yellow outline glow, but with no model. It's best to use a cycler, since they're basically made for showing models.

  • madcow
    • July 22, 2004 at 8:42 AM
    • #7

    for exporting from max.. search thru these articles, you should be able to find something

    http://www.planetquake.com/polycount/re ... ials.shtml

  • OL
    • July 22, 2004 at 9:02 AM
    • #8

    step 1: add a bone and tie to all vertices

    step 2: export reference and sequence smd

    step 3: generate a .qc file with correct paths and filenames

    step 4: use studiomdl with the qc file

    make sure all your textures are bmp format and 256 colors

  • zaphod
    • July 22, 2004 at 5:32 PM
    • #9

    never heard of adding a bone before.

  • OL
    • July 22, 2004 at 9:35 PM
    • #10

    i dont think you have to if youre using the max smd exporter

    but in milkshape you do

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. BELEK: turning Rouen into competitive FPS maps (Godot project, feedback wanted)

    zlatan24
    November 12, 2026 at 6:23 PM
  2. CS2 sticker critique | Would the eye or blade read first on an AK?

    EmberKrakenCS2
    November 9, 2026 at 10:21 PM
  3. dod_poznan

    Smile_2000
    November 9, 2026 at 9:10 AM
  4. [cs2][WIP] De_digital (A side only) Looking for Feedback

    Howw3
    November 5, 2026 at 9:22 PM
  5. Hello from Normandy: Metin, working on a tactical FPS

    Thrik
    November 2, 2026 at 10:19 PM
  6. How do I setup CS1.6 mapping on linux?

    zlatan24
    November 2, 2026 at 6:43 AM
  7. CS:S | de_honor | Map creation process by D'artagnan

    Dartagnan
    November 1, 2026 at 5:41 PM
  8. Made a map maker for my indie game.

    daud2k7
    November 1, 2026 at 4:19 PM
  9. First CS2 Maps DM and Bomb Defusal

    zlatan24
    November 1, 2026 at 3:06 PM
  10. POLYSTRIKE - Finally Announced After Years of Development!

    MetinSaygin
    October 31, 2026 at 10:57 AM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™