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Releases / [Sven?] Sako TRG source files
« Last post by SPRKH on January 19, 2018, 03:05:05 PM »


Once intended for Sven, it's only been collecting dust on my hdd. It uses a stupid amount of textures and reference smds but whatever. Contains an mdl, smds, bmps, and psds to ungay the textures.

http://files.half-lifecreations.com/users/spork/sakotrg.zip
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Requests / Re: [Sven Co-Op] How do i make textures glow?
« Last post by H3000 on January 17, 2018, 02:25:40 PM »
Thank you so much :D :D :D
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Requests / Re: [Sven Co-Op] How do i make textures glow?
« Last post by SPRKH on January 17, 2018, 01:53:40 PM »
$texrendermode "texturename.bmp" "fullbright"

This version of studiomdl seems to support it and prevents uv shifts:
http://www.half-lifecreations.com/forums/index.php?topic=2210.msg35524#msg35524
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Requests / [Sven Co-Op] How do i make textures glow?
« Last post by H3000 on January 17, 2018, 01:33:11 PM »
I couldn't find a 'Help Desk' board so im gonna post the question here in 'Requests'.
Does anybody know how to make certain textures glow in Sven Co-Op engine?
I am working on model packs for Sven Co-Op and Afraid Of Monsters [SC], so i need to know how to make some eye textures glow, i've seen it on the new Alien Slave & Alien Grunt for the new Sven update. I assume it's a command in the .qc file for compiling a model.
Anybody know how to do it?
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Requests / Re: Request for fix: AK47 arm texture glitch
« Last post by Thomas on January 16, 2018, 08:35:44 PM »
Woah, talk about ancient history...
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Requests / Re: Request for fix: AK47 arm texture glitch
« Last post by Ring-A-Ding on January 16, 2018, 05:46:17 PM »
I happen to have another version of this model with properly scaled textures as well. The arm texture is different.
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Requests / Re: Decompile/Compile Help
« Last post by SPRKH on January 15, 2018, 10:15:54 AM »
Yeah, that shit. As far as I know there isn't a whole lot you can do about that.  :sagan:
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Requests / Re: Decompile/Compile Help
« Last post by Ring-A-Ding on January 15, 2018, 09:41:43 AM »
-snip-




Thanks for the reply.

2nd image - Differences in the triangles as seen via Git Diff - left is the recompile of original and right is the recompile of the recompile.
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Requests / Re: Decompile/Compile Help
« Last post by SPRKH on January 14, 2018, 01:28:02 PM »
I am attempting to hack a few old CS 1.5 models onto CS 1.6 hands and everytime I decompile a model and recompile it, the triangles get changed by small amounts. I have checked the SMDs by decompiling/recompiling a model without changing it, then again decompiling the recompiled model and noticed differences. Although the differences, while viewed via HLMV look minor, they still are off-putting and certain good-looking edges don't look so good anymore if viewed closely.

Pix or it doesn't happen. But yeah, it depends on what you mean with "changed by small amounts". Assuming it's not the smoothing that gets fucked, I'd guess you're referring to either shifts in the uv coordinates (black lines) or differences in the geometry (straight lines in the model become crooked).

Is there anything that can be done regarding this? I am using MS3D's Kratisto's MDLDec and DoomMusic's StudioMDL.

I am aware of Crowbar's MDLDec and gave it a try as well. It produces a slightly different result and that still has it's differences.

If it's shifts in uv coordinates you can use the recently released studiomdl by some dude whose name I can't remember right now. There's a topic on it in the releases or tools section.

If it's the slight changes in geometry then you're SOL. Don't know the exact technical details, but it's loss in precision due to rounding the vertex positions up or down during (de)compile. The only thing you can do to minimize this is to try and dig up either the original uncompiled source files, or a very early compile where the result is barely noticable. Could also straighten the model out in ms3d, but don't expect the compiled version to be perfect.
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Requests / Decompile/Compile Help
« Last post by Ring-A-Ding on January 14, 2018, 05:00:37 AM »
I am attempting to hack a few old CS 1.5 models onto CS 1.6 hands and everytime I decompile a model and recompile it, the triangles get changed by small amounts. I have checked the SMDs by decompiling/recompiling a model without changing it, then again decompiling the recompiled model and noticed differences. Although the differences, while viewed via HLMV look minor, they still are off-putting and certain good-looking edges don't look so good anymore if viewed closely.

Is there anything that can be done regarding this? I am using MS3D's Kratisto's MDLDec and DoomMusic's StudioMDL.

I am aware of Crowbar's MDLDec and gave it a try as well. It produces a slightly different result and that still has it's differences.
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