Animating Weapons for Counter-Strike Source/Preparing the Weapon for Rigging
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Preparing the Weapon[edit | edit source]
- Download the references here: http://sharebee.com/2f11d7c1
- In order to learn how to apply textures, move all of the bmp files/textures to a different folder. (optional)
- Leaving the textures as is will import them into XSI Mod Tool without having to move them to the XSI pictures folder. (mentioned earlier)
Importing the Weapon[edit | edit source]
- Open XSI Mod Tool 6.
- Go to ValveSource>Import SMD
- Find lr300.smd and select it.
- Check the Import Materials checkbox.
- Click OK to import.
- To see the model in its textured state, change the (upper right) viewport text that reads "Wireframe" to "Textured Decal".
- Change the upper right viewport text that reads "Camera" to "User". This will clear the blank space that shows to the left and right of the camera viewport.
Applying the Textures (optional)[edit | edit source]
Changing the shader mode from wireframe to textured decal will show various bright colors.
- Change any one of the viewports modes to "Texture Editor". The default modes are Top, Front, Right, and Camera.
- Click the weapon model in any one of the other viewports.
If you cannot click the model, change the selection filter to object. (Go to the upper right corner of the screen and select the word Object.
- In the texture editor viewport, select clips at the top and expand all clips. You will see a list of all the textures the model uses. For now crappyrec should be checked.
- To import crappyrec.bmp, go to File>Clip Properties (in the texture editor window.)
- Look around for some red text. You might have to scroll down to see it.
- Once you find it, click the Usr button. This tells XSI Mod Tool that you are defining the location of the texture.
- Click the ... button and select crappyrec.bmp.
- Repeat this for every texture.
- To change texture groups, go to Clips>All Clips and select the texture group to which you want to apply a texture. (Note: Do not texture noIcon_pic).
Scaling the Model[edit | edit source]
- Delete the light source by clicking the Scene button. It is located on the right hand panel on the screen, a little bit above the transform panel.
- Click what appears to be the light source and press the DELETE key.
- Go to File>Crosswalk>Export.
- Export the scene .XSI 6.0 (text) to the same folder where you placed lr300.smd
- Open the hands file downloaded earlier.
- Go to File>Import>dotXSI
- Uncheck everything except materials.
- Press OK and select your file to import it.
- Now you may notice in comparison with the hands, the LR300 is huge. Now is the time to scale it down.
- Click the LR-300. Its edges should become highlighted in white and cyan.
- On the right hand panel of the screen, under transform, click the s button and click the button underneath it. This ensures the scaling is done in all axes.
- In the User viewport, click and drag to scale the model down.
- You might need to move the model to the center of the grid. To do this press the t under the transform panel and press the button underneath it. Use the red, green, and blue arrows to move the LR-300 around. It is better to use the 2D viewports for this. (Front, left, top, etc.)
- You can also use the textboxes near the s button to resize the LR-300. Set all of them to 0.0697. Note that you can scale the model however you like.
- Lastly, click the Scene button again. Navigate to Scene_Root1>bullet_ho0. Press the Cut button a few times. The Cut button is in the right hand panel under the constrain panel.
- Now right click Scene_Root1 and press delete.
- Press the Scene button again and rename bullet_ho0 to LR300 or whatever you like. There are two ways to rename an object in the Scene explorer. You can double click the object and a window will pop up with the item's name. Just edit it there and press enter. The other way is to slowly double click the object in the Scene explorer. The object will turn into a textbox in the Scene explorer.
- Save this file as css-lr300-rig.exp in a folder called css-lr300.