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Posted:
Fri Dec 30, 2005 9:57 am
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Forum H4xor
Joined: 05 Dec 2004
Posts: 1848
Location: Boston
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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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Posted:
Fri Dec 30, 2005 10:00 am
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Forum H4xor
Joined: 08 Dec 2004
Posts: 2504
Location: NJ
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Posted:
Fri Dec 30, 2005 10:25 am
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Forum H4xor
Joined: 05 Dec 2004
Posts: 1848
Location: Boston
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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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Posted:
Fri Dec 30, 2005 10:31 am
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Forum H4xor
Joined: 08 Dec 2004
Posts: 2504
Location: NJ
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lol thats weird |
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Posted:
Mon Feb 27, 2006 1:47 am
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Forum H4xor
Joined: 05 Dec 2004
Posts: 1848
Location: Boston
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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? |
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Posted:
Mon Feb 27, 2006 4:48 pm
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Forum H4xor
Joined: 08 Dec 2004
Posts: 2504
Location: NJ
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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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Posted:
Mon Feb 27, 2006 5:09 pm
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Forum H4xor
Joined: 07 Feb 2005
Posts: 3150
Location: Houston
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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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Posted:
Mon Feb 27, 2006 5:12 pm
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Forum H4xor
Joined: 08 Dec 2004
Posts: 2504
Location: NJ
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lies mine is better |
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Posted:
Mon Feb 27, 2006 5:13 pm
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Forum H4xor
Joined: 07 Feb 2005
Posts: 3150
Location: Houston
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Posted:
Mon Feb 27, 2006 10:23 pm
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Forum H4xor
Joined: 05 Dec 2004
Posts: 1848
Location: Boston
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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? |
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Posted:
Mon Feb 27, 2006 10:31 pm
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Forum H4xor
Joined: 07 Feb 2005
Posts: 3150
Location: Houston
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flip it around, it's that simple |
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Posted:
Mon Feb 27, 2006 10:34 pm
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Forum H4xor
Joined: 05 Dec 2004
Posts: 1848
Location: Boston
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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. |
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Posted:
Tue Feb 28, 2006 12:30 am
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Forum H4xor
Joined: 25 Nov 2004
Posts: 4336
Location: Eugene, Oregon
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On my rpg model I just drew the -[CfH]- in all inversemirrorviewed like manually. |
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