Using the Player Model Textures

Discussion in 'Mapping Questions & Discussion' started by Semnae, Mar 17, 2008.

  1. Semnae

    Semnae L1: Registered

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    This is probably another noob question, but I could use a little info from the more experienced mappers. When browsing through the textures, I came across the textures for the player models. You can get to them quickly by typing "models/player" in the filter. The textures, however are all stretched out and dislocated.

    I'd like to make a brush that looks like a player in Hammer. How can I accomplish this?
     
  2. Monte H

    Monte H L1: Registered

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    umm... im not sure.. but that'd be incredibly hard to design a brush with those textures... cant you just import a model or something??
     
  3. The Scientist

    The Scientist L1: Registered

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    It would be virtually impossible to make a brush version of a character and make it look good. I agree with Monte, just find a way to add in a character model as a prop. It will be a lot easier and look a lot better.
     
  4. Semnae

    Semnae L1: Registered

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    If it's easier, then I'm all for it, but how would I do that?

    Edit: Using Model Viewer, I found the models in the "Player" folder and the weapons in the "Weapons" folder. Unfortunately, I still don't know how to pose the models as if they were running. More importantly, I don't know how to actually import one of these models into a map in Hammer.

    Edit: Yay! At the very least, I figured out how to pose him as if he's running. With some of these sequences, however, I wonder if it's possible to actually make him run. For now I'm going to focus on trying to figure out how to import him.
     
    Last edited: Mar 18, 2008
  5. Snipergen

    Snipergen L13: Stunning Member

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    try a func_tracktrain, im not sure.
     
  6. Benny

    Benny L1: Registered

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    monster_generic ?
     
  7. MangyCarface

    aa MangyCarface Mapper

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    I don't think the model will show up ingame unless you make it umm a prop_dynamic_override I guess it would be. For what reason are you trying to do this? If you just need an image of each class, take the textures that the game uses to denote each player in the bottom left corner of the HUD and turn it into an overlay. These can be resized. I think that may work...
     
  8. Dox

    Dox L8: Fancy Shmancy Member

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    just take a screenshot of a player in game, crop it and add alpha to anything that isn't the player. Then run it through vtf edit, then you have a texture you can use for fake players. If that is what you wanted to do at least... take several of them of someone running and have something that switches the textures and you have an ghetto way of making something that looks like someone running.
     
    Last edited: Mar 18, 2008
  9. Semnae

    Semnae L1: Registered

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    I'm trying to create a three dimensional target for a sniper training level that will look like other players. The reason it has to be three dimensional is because the player will be sniping from several different angles, including above and on either side of the target.
     
    Last edited: Mar 18, 2008
  10. Jeebies

    Jeebies L2: Junior Member

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    I had the player models temporarily placed around my map for a while to see what the snipe positions looked like. I just used a prop_dynamic with the sniper model...I guess a prop_dynamic_overide would work also as someone mentioned.