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Just don't copy 'em over the old hgrunts if you prefer the old ones! If you prefer these, and save over the old ones, then when you want to go back to the old ones, just get the old ones out of the PAK file again. Included with this are the altered grunt models mentioned. If there isn't a t or numbered ones, then you don't need to move anything extra. You only need the t model if there are no other numbered ones. Also, you don't need the model which ends in t (In this case, hgruntt). The example grunt model I have included has the following textures changed, the grunt's arms have been painted black (Don't ask), the gas mask guy has a grey helmet.īalaclava ManJust remember that when moving models, you must move the numbered ones with it, or it won't open in HLMV. Either save it in another place, or, rename it, or, save over the old model. Now VERY IMPORTANT!: go back to the texture tab and select save model. View the model and it will have the new texture. Once you are happy with the alterations (MAKE SURE YOU KEEP THE TEXTURE THE SAME SIZE!), go back to the model, find the texture which you altered (it will, of course, display the original texture) and select import. Now, open up this texture with your graphics program (MS paint for me) and change everything that needs to be changed. In my case, I've saved them in a new skins folder on the desktop. Select Export and save it to an obvious location. Select the texture tab at the bottom and scroll through the textures until you find one that you want to replace. OK, find the offending model, in this case the hgrunt.mdl. Paint Shop Pro and Adobe Photoshop are both very good graphics programs but, if you don't have them or are like me and have the slowest Internet connection ever, MS Paint (shudder!) will do just fine. If you have unpacked your models, you can save time by associating their file type with HLMV and that will make them easier to browse. Well, your problems are solved! And it's REALLY easy!įirst, you'll need the Half-Life Model Viewer. You also might have thought: "No, these clothes just aren't suitable at all." I wish more than anything though that I didn’t have to leave the SketchUp platform to do it.Ever wanted to create a Mod but thought: "These monsters just don't look right for my mod.
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Without knowing much of anything I’ve been able to create some pretty professional looking stuff. The test model just finished processing and I applied some rendering stuffs to it if you wanna check it out: 7432 Brush Mural Test - 3D model by TysonGersh - Sketchfab of different materials AND separately, lines). changes colors, reflectivity, glossiness, metalness, roughness, etc. I do really really really like all of the post-modeling rendering processing you can do in it though (i.e. The SketchFab platform is actually really good, through it’s got it’s kinks in terms of how it functions on different browsers/platforms etc. I’ve legit been asking around for an interactive viewer that’s housed within SketchUp directly that loads easy to navigate 360 interactive models. I’m running CleanUp3, so my SketchUp is like frozen, but If this is what I think it is, then wow that’s awesome. Not sure if that makes sense, but I don’t want the brick to have the same shiny glossy values as I would want the paint of the mural to have. I’m worried that SketchFab wont be able to recognize the different colors of an image converted into a texture as different materials. SketchFab has some great 3D rendering features and I want to keep all the brick registering as the same material so that I can set it all similarly (i.e. 5" tall (traditional spacing is like half or less than half of that). It’s an annoying feature, but the mortar is a separate color/texture entirely and is actually pretty noticeable when you’re looking at the mural straight on as the gap between bricks is. Just to clarify, the mural is actually only painted on the brick faces themselves in real life (except for a small portion of the southeast corner - but that’s the exception). I’m not sure what a flattened no-alpha image is, but I’m going to be exporting this into SketchFab after the model is done to create an interactive version similar to this Yeah, definitely: Here’s a link the murals in jpeg, PNG, and PSD formats: