Johnny’s Workshop

October 25, 2007

Getting Half-Life 2 Models Into 3ds Max

Yesterday, via one of my YouTube accounts, I received an unexpected missive from a young fellow named Charles who was keen for information.

Charles wanted to learn how I’d managed to get certain models from Half-Life2 into 3ds Max. Hopefully, he won’t mind my inclusion of the message in this post:

Mainly because Charles asked so nicely, I’ve decided to write out what I hope will be a comprehensive, relatively easy-to-follow tutorial on the subject.

Generally-speaking, I hate online tutorials. Too many of them gloss over crucial information and assume the reader has prior knowledge that he/she usually lacks. Far better, I always say, to include too much information than nowhere near enough. In the movie Philadelphia, Denzel Washington’s character, Joe Miller, says, “Explain this to me like I’m a four-year-old,” and I think that’s a good quote to keep in mind when trying to impart certain types of knowledge.

So, here goes …

What You’ll Need:

Half-Life2 | The PC game. Obviously.

Source SDK | The Source Software Development Kit. Download this via Steam.

3ds Max 6/7/8 | (There is an SMD Importer for 3ds Max 9, too. Visit THIS post for the details).

GCFScape v1.6.6 Full | Extraction tool used to glean desired files from HL2‘s .gcf files.

VPK Tool | Tool used for conversion of .vtf files into .tga files that 3ds Max can handle.

MDLDecompiler Version 0.5 | Decompiles the .mdl files extracted from Half-Life2.

Max 6/7 SMD Importer | A plug-in for 3ds Max. Allows the user to import .smd files.

(At the time of writing, all those links were valid. If you’re reading this months from now and some of them are no longer working, let me know and I’ll do an update.)

Downloading and Installation

Everything listed above has to be correctly installed if you’re to stand any chance of success. Installing 3ds Max and Half-Life2 shouldn’t be an issue and I’ll assume anyone reading this tutorial already has both installed, anyway.

The Source SDK is to be downloaded and installed via the ‘Tools’ tab in Steam:

GCFScape, VPK Tool, MDLDecompiler, and the SMD Importer can be accessed via the links above. After clicking the links, initiating the downloads is fairly straight-forward but just in case, here’s a badly-presented table that shows exactly what you’re after:

The SMD Importer is a plug-in for 3ds Max 6/7 (it also works for Version 8 but not Version 9) and basically adds files with the extension .smd to the list of files that can be imported into 3ds Max:

All you need to do is extract the smdimp.dli file from the smdimp_max6.v013a.rar archive you’ve downloaded, then move the file into your 3dsMax\plugins folder:

From now on, you’ll be able to import .smd files into your 3ds Max scene(s). Nifty, eh? Another thing you must do is move the mdldecompiler.exe file into your sourcesdk\bin folder:

Okay, moving on …

Extracting the 3D Model from Half-Life2

For this tutorial, I’ll explain how to extract the Strider but the same principles apply for the other 3D models. For some models, it’s a bit more of a challenge to find all the associated files (due to Valve’s naming conventions) but this guide should lead you in the right direction.

01. Create a ‘destination folder’ and give it an appropriate name, eg. Strider. This is the folder that will eventually contain all the files associated with the 3D model:

02. Navigate to your \Valve\Steam\SteamApps folder. This is where all the game cache files (.gcf) are stored:

The ones of interest to us are the source models.gcf and source materials.gcf files.

03. Double-click the source models.gcf file to open it within GCFScape.

04. With the source models.gcf file now open, expand the hl2 folder. Select the now-visible models folder, then click the Edit menu and choose Find (shortcut: Ctrl + F). Type ‘Strider’ into the search field and hit Enter. GCFScape will then search for all files that include the word ‘Strider’ and will display the results in the window pane on the right:

05. We want all the files identified by the search, so select one at random, then use the Ctrl + A shortcut (Select All) to group highlight all the others.

06. Okay, time to extract. Right-click on the highlighted files (making sure not to deselect them) and from the context menu that appears, choose Extract.

Via the Browse For Folder window, choose the Strider folder that was created earlier and click OK:

Here ends our fleeting interest in the source models.gcf file.

07. Now, double-click the source materials.gcf file to open it within GCFScape.

08. With source materials.gcf now open, expand the hl2 folder, then materials > models > Combine_Strider:

Within the Combine_Strider folder, you’ll see three files: striderdecalsheet.vmt, striderdecalsheet.vtf and striderdecalsheet_normal.vtf. We’re going to extract all three using the same method we used earlier.

09. In the pane on the right, select one of the three files at random, then use the Ctrl + A shortcut (Select All) to group highlight the rest.

10. Right-click on the highlighted files (again, making sure not to deselect them) and from the context menu that appears, choose Extract. Via the Browse For Folder window, as in Step 06, choose the Strider folder and click OK.

Here ends the ‘extraction’ phase. We’re doing well. I just hope, thus far, this has all been making sense. The next thing we must do is decompile the primary model file we extracted earlier.

Decompiling the Model (.mdl) File

11. Double-click the mdldecompiler.exe file to launch Cannonfodder’s MDL Decompiler. Remember that the executable should be in your sourcesdk\bin folder:

12. Uncheck the Use Steam File Access checkbox, then left-click the ellipsis button for the Choose Model File field and navigate to the Strider folder.

13. In the Strider folder, there should be a number of .mdl files. From the list, select Combine_Strider.mdl and hit Open.

14. Time now to choose an Output Directory. Left-click the ellipsis button for the Choose Model File field and again navigate to the Strider folder. Click the Select button to accept the folder as the Output Directory.

15. Click Extract. The extraction process will involve two additional prompts:

Click OK for each prompt, then click Exit to close Cannonfodder’s MDL Decompiler.

Almost finished!

Converting .VTF Files

16. Launch the VPK Tool downloaded earlier by double-clicking the VPKTool.exe file included within the download:

I should mention: there are alternatives to this particular tool but I’ve not yet tried the others, nor have I experienced any trouble with this one.

17. Select the Texture tools tab, then the Open file button.

18. Navigate to the Strider folder and change the Files of Type: field to Source VTF texture:

You should see the two .vtf files extracted earlier: striderdecalsheet.vtf and striderdecalsheet_normal.vtf.

19. Select the striderdecalsheet.vtf file and click Open. You’ll now be able to convert the .vtf file into the .tga format. As a .tga file, the texture can be applied to a 3D model within 3ds Max and that’s exactly what we want. Just click the Convert to TGA button:

20. Now, repeat the above step to convert striderdecalsheet_normal.vtf into a .tga file.

Thankfully, the Strider only has those two .vtf files. Some of the other 3D models have more. For those other models, you’ll need to convert all the .vtf files, one-by-one.

21. Now that it’s no longer needed, you can close the VPK Tool.

Finally! All the necessary files have been extracted / converted and the model is ready to be imported into 3ds Max.

Importing the Model into 3ds Max

This part is easy!

22. Open 3ds Max (Version 6, 7 or 8; whichever one you’re using) and from the File menu, select Import.

23. Navigate to the Strider folder and change the Files of Type: field to Half-Life 2 SMD (*.SMD):

24. Most the of .smd files you’ll see in the Strider folder are actually animation files. They can be imported afterwards if you’re keen on using Valve’s keyframe data to animate the model. Right now, you should select the model’s _reference.smd. In the case of the Strider, it’s the Strider_reference.smd file.

At this point, I sincerely hope, the Strider will appear in your Viewports and you’ll be very happy.


Now, to get on with life …

*If you’d like to get the same model into 3ds Max 9, simply go through all the steps above, save the .max scene and close your old version of 3ds Max. Open 3ds Max 9 and then simply Open the .max file you saved earlier.



  1. This is all very interesting and good on you for being so willing to help. But why use words like ‘glean’? Poor lil Hungarian.

    Comment by Ed — October 25, 2007 @ 10:48 am | Reply

  2. Plenty of “English to Hungarian / Hungarian to English” dictionaries out there, Edwod. Például.

    Comment by april15th — October 25, 2007 @ 12:02 pm | Reply

  3. Also, do you reckon his name really is Charles or has he just anglicized his Hungarian name?

    Sorry not commenting on your actual post JP. I did read it because it was so nicely presented, even though I’ll probably never utilise your techniques.

    Comment by Ed — October 25, 2007 @ 2:12 pm | Reply

  4. Good question. I wondered that myself. Maybe Charles can clarify.

    You needn’t worry about neglecting to comment on the tutorial itself. The whole time I was writing it, I knew it’d be deathly boring for anyone unlikely to need the information. More than anything, I wanted it to help Charles and anyone else interested in the subject.

    Also, I figured it’d be handy for any Half-Life 2 videos involving numerous models from the game. With this tutorial, the job of extracting models and turning them into .max scenes could be delegated to one of my minions … leaving me with more time to work on other aspects of the production. I believe that’s how they’re doing it now in Hollywood.

    Comment by april15th — October 25, 2007 @ 2:33 pm | Reply

  5. Now show me how to do it on a Mac. 😉

    Comment by Blobs — October 25, 2007 @ 2:49 pm | Reply

  6. Step 1. Install the Boot Camp utility.
    Step 2. Reinstall Windows XP on your secondary partition (I assume it still exists).
    Step 3. Follow the steps outlined in the tutorial.


    Comment by april15th — October 25, 2007 @ 2:55 pm | Reply

  7. Step 1.) Take axe
    Step 2.) Improvise

    Comment by Ed — October 25, 2007 @ 2:55 pm | Reply

  8. Phase 3: Profit!

    Comment by april15th — October 25, 2007 @ 3:02 pm | Reply

  9. I use my computer for e-mail, blogging and occasionally Facebook. I thought I was high-tech when I registered for on-line banking. I’d like to say that I understood all of this garbely-gook but, as you may have guessed from my use of the word “garbely-gook”…. I didn’t, and don’t…and probably never will. However, I have a much better apprecation for what you do, because, unless I could create a Strider using ‘Paint’, I’d be pretty much screwed.

    An A+ for a job well done!

    Comment by Sheri — October 25, 2007 @ 9:53 pm | Reply

  10. I’m very confident, Sheri, that if you tried to do everything outlined within this tutorial, you’d succeed. On the surface, it looks tedious and complicated but when you actually sit down to do these things, you realise the steps involved are very simple and easy to grasp.

    Comment by april15th — October 25, 2007 @ 10:45 pm | Reply

  11. Oh what, I’m stupid now, is that it?? I can only grasp simple, uncomplicated concepts?? Thanks a lot!


    Comment by Sheri — October 26, 2007 @ 2:54 am | Reply

  12. Sheri, I will NOT permit that kind of language on my blog. Two demerit points for you.

    Next time, it’ll be three.

    Comment by april15th — October 26, 2007 @ 3:06 am | Reply

  13. I’m sorry! Please take my two demerit points away!

    PS: You’re cool!

    Comment by Sheri — October 26, 2007 @ 1:28 pm | Reply

  14. Okay, I’l take away your two demerit points but for the foreseeable future, you’re on Blog Comment Probation. Tread carefully.

    Oh, and when you get the chance, send me an e-mail about your interview. I’m very curious to know how it went.

    Comment by april15th — October 26, 2007 @ 1:36 pm | Reply

  15. This is all great, but what do I do with the egg whites?

    Comment by Mattk — October 26, 2007 @ 7:48 pm | Reply

  16. I already told you, Matt. Beat them until frothy, then spread the mixture all over your face. Give it time to dry; you’ll feel your skin tighten as it does. Wait two hours, then rinse it all off and your skin will have a nice, tingly feeling.

    Comment by april15th — October 27, 2007 @ 2:19 pm | Reply

  17. wow nice

    but i would need it the other way around
    i made this big map in halo (editor: 3ds max)
    and i would love to get it into half life
    with is a great game
    great grafix

    is it possible?
    to watch my map you can download a version here
    its in the halo engine
    you can play it right away (only 84mb)
    the map is only 20mb

    would help me alot 🙂
    btw its my school on real scale 🙂
    i didn’t texture it so np if the textures get lost in the process 🙂

    Comment by Bert Verhelst — October 29, 2007 @ 12:38 am | Reply

  18. Wellllllll…….. imagine my surprise to log onto your blog and find some updates! Now, how about you post some shit that the average person like me can actually understand? I have NO idea what all that was about. Dude, I love ya…. but that was boring as hell!

    But hey, how are you?

    Comment by Sharon — October 31, 2007 @ 10:52 am | Reply

  19. I’m doing very well, thank-you, Sharon! How about you?

    This latest blog entry, it may interest you to know, has been surprisingly popular. More so than anything else I’ve ever posted. I’ll concede it’s bland and devoid of humour but so’s Jay Leno and his ratings are really high.

    I suppose I could try to create posts that are more to your liking but at the same time, you really should begin studying 3D animation and content modification for 3D physics engines. As a friend, it’s the least you can do. 😉

    Bert, I’ve never attempted to get a map from 3ds Max into Half-Life 2 but I’d imagine there are HL2 modding / mapping forums where that kind of information is available. Google ‘HL2 modding forums’ and see how you go …

    Comment by april15th — November 1, 2007 @ 3:25 pm | Reply

  20. Hey, what the HELL is Sharon doing, posting comments on your blog when she hasn’t posted on mine in ages?! That HUSSY!

    Comment by Sheri — November 1, 2007 @ 4:58 pm | Reply

  21. Oops…. my bad. I’m heading to your blog now Sheri! I did read your top 10 list, but was running out to work, and couldn’t post.

    Ah hell… who am I kidding? You might as well know… John and I are in love. There, I said it. Sorry John, but it’s time she knew! But Sheri can always take comfort in the fact that you send her Tim Tam’s, and I never get a damn thing! 🙂

    Comment by Sharon — November 3, 2007 @ 9:22 am | Reply

  22. Your list of “Things You’ll Need” needs to be slightly revised. You forgot to include coke bottle glasses and a pocket protector.

    Comment by Sheri — November 3, 2007 @ 10:13 am | Reply

  23. Sharon, you are a big dumb liar! You have so gotten stuff from John! He sent you your own package of Tim Tam’s, ingrate!!

    Hmmm… in retrospect, I guess I should’ve known…the signs were there… the phone conversations, the e-mails, the Tim Tams.

    *sniff*…. stupid pricks…

    Comment by Sheri — November 3, 2007 @ 2:04 pm | Reply

  24. I am NOT a big dumb liar…. he sent a package of Tim Tam’s for me, and you gave them to someone else!!! Ali, I believe… Sound familiar?

    So ya…. I got one cookie from you once or twice. Big whoop for the girl he’s gonna marry!

    Comment by Sharon — November 3, 2007 @ 10:13 pm | Reply

  25. Ooh bi*ch, you KNOW you ain’t got the nerve to say this sh*t to my face. Like I would give ‘ALI’ of all people, anything except maybe a punch in the face! It is sooo on between us… you an’ me, we’re gonna settle this sh*t once and for all!

    My house. Thursday. 7pm. Bring it.

    Comment by Sheri — November 4, 2007 @ 1:04 am | Reply

  26. Ha ha!!!! You’re all talk Sheri… hope you’re ready to bring it!!

    Honestly though, I swear on my mother’s life that I did not get the cookies. I do believe it was when you were living with Ali, and the package arrived… and she wanted something, I don’t know… but I’m positive you gave them to her. Likely before things got real nasty of course. In any event, sadly…. I never got the cookies!

    So… is it 6pm, or 7pm on Thursday? I’ll be there with the booze.

    Okay John… sorry ’bout the cat fighting on your blog! I’ll just kick Sheri’s ass on Thursday, and that’ll be that. Hee hee!

    Comment by Sharon — November 4, 2007 @ 1:16 pm | Reply

  27. Well, I will just have to take your word for it because I do not remember that…. but then again, you haven’t exactly been truthful about the nature of your relationship with John so now I don’t know WHAT to believe!

    Make it 6pm Thursday, I’m soo looking forward to making some daiquiris! Oh… I mean I’m looking forward to kicking your ass, beotch!! You and me, it’s GO time!

    Comment by Sheri — November 4, 2007 @ 1:54 pm | Reply

  28. Thanks alot!!!

    Best Tutorial i ever Seen!

    Can’t say it enough: You are the best!

    but how come if i import the strider i don’t have textures on my strider


    Comment by Tjoes — January 20, 2008 @ 1:07 am | Reply

  29. When i import the Strider_reference.smd file i get a message from Half life 2 smd importer: Import Triangles, Import skeleton, Import Prompt for missing textures, Reubuild smoothing groups (can be slow) , I select everything en enter ok but the Strider has no textures on him 😦

    Comment by Tjoes — January 20, 2008 @ 1:10 am | Reply

  30. First, Tjoes, thanks for the kind words! I’m going to be spending a good portion of this year writing detailed tutorials, so to learn that this one really helped you out was very uplifting. Thanks again!

    At the moment, I’m putting the finishing touches on a tutorial that I’ve been writing for my recently-created wiki — — and as soon as it’s complete, I’ll write up a quick and easy method (with screenshots) for getting textures onto the Strider.

    Comment by april15th — January 20, 2008 @ 11:55 pm | Reply

  31. First, draw an s.

    Comment by Ed — January 21, 2008 @ 12:53 am | Reply

  32. Every time I visit your blog I come up with pop-culture references to tutorials.

    Comment by Ed — January 21, 2008 @ 12:55 am | Reply

  33. I’m proud to say that I picked up on that one straight away. I wonder how many other people will …

    Comment by april15th — January 21, 2008 @ 2:08 am | Reply

  34. Aw hells man…. I missed your birthday! Sorry… I mean, how could I when you put it right out there in your little online persona… guess making it obvious just went right past me!

    Anywho… I hope you had a fantastic day!

    Smooches 🙂

    Comment by Sharon — April 19, 2008 @ 10:26 am | Reply

  35. Thanks, Sharon!

    I did have a lovely day, although it was a little heart-breaking to turn thirty without first having earned a billion dollars. Much as I hate having to revise my goals, I figure if I can become a billionaire before I hit thirty-one, I’ll be reasonably content.

    By the way, I watched a few minutes of “The Insider” the other day and couldn’t help but think of you … what with you being best friends with Dr. Jeffrey Wigand an’ all. 😉

    Comment by april15th — April 28, 2008 @ 8:48 pm | Reply

  36. Thanks for the tutorial 🙂
    Easy to follow with lots of explaining pictures, thats how they all should look like..

    Comment by K — May 21, 2008 @ 7:08 pm | Reply

  37. […] a day, someone visits in hopes of finding an SMD Importer for 3ds Max 9. My tutorial for Importing Half-Life 2 models into 3ds Max included the associated keywords but at the time of writing that tutorial, I was not aware of the […]

    Pingback by SMD Importer for 3ds Max 9 « Johnny’s Workshop — May 24, 2008 @ 10:08 am | Reply

  38. You’re welcome, K, and I agree with you! Tutorials should include plenty of relevant pictures and they should be highly-detailed from beginning to end. No point in writing them if they’re impossible to follow or they omit critical details.

    Comment by april15th — May 24, 2008 @ 10:23 am | Reply

  39. Hi, nice tutorial. I came across this one when I updated to max 9 and the plugins I was using with max 8 got old, so I really aprecciate this.

    Anyways, I leave you here some links of interest.

    VTF plugin for 3ds Max 7/8 and 9 (32 and 64 bits versions)

    Another SMD importer for max 8 and 9 (32 and 64 bits too)

    Hope those are of some help, also check out the other stuff wunderboy has for XSI too.

    Comment by Perra Del Mal — July 8, 2008 @ 10:11 pm | Reply

  40. Really good tutorial but i would like to ask , is it possible to some how convert model and put all HL2/EP1/EP2 anims on it? If yes would you kindly tell me how?

    Comment by Really good guy :P — October 1, 2008 @ 5:26 am | Reply

  41. Hmm … I haven’t actually tried applying more than one animation at a time but you can easily import the model’s .smd animation files into 3ds Max.

    Once the animation has been imported, you’ll have access to its keyframe data, and you can use that data to achieve all sorts of animations, including whatever combinations you’d like.

    Of course, if one animation leaves the model in a position that’s nothing like the initial frame of the ensuing animation, you’ll need to do the ‘in-between’ frames, otherwise its movement will appear unnatural.

    Comment by april15th — October 12, 2008 @ 7:19 pm | Reply

  42. When i click the thing to open the model in your tool, the first triple dots, i get a message saying:
    extra app ID set to 211, but no SteamAppID


    Comment by cant tell you that — October 26, 2008 @ 7:39 am | Reply

  43. Did you ever sort that out, anonymous? I’ve utterly neglected my blog for the past couple of months …

    Comment by april15th — November 13, 2008 @ 5:39 pm | Reply

  44. […] dawg, thinkin this’ll clear ya smoke man Getting Half-Life 2 Models Into 3ds Max Johnny’s Workshop __________________ Beavers […]

    Pingback by [L4D] Left 4 dead released! - Pagina 71 - 9lives — March 6, 2009 @ 1:18 am | Reply

  45. #When i click the thing to open the model in your tool, the first triple dots, i get a message saying:
    #extra app ID set to 211, but no SteamAppID
    #Comment by cant tell you that — October 26, 2008 @ 7:39 am

    to get pass that message, close steam and place the model decompiler in your halflife’s bin folder not the sdk, at least it work out for me.

    /…/Steam/steamapps/*steamid*/half-life 2/bin/ *here*

    Comment by spakig — March 11, 2009 @ 5:21 am | Reply

  46. Hey there, great tutorial, thank you!
    I have had alot of problems importing more than one .smd animation though. Is there any possible way you can explain how to do this?

    Comment by Squee — May 11, 2009 @ 2:38 pm | Reply

  47. Glad you liked it, Squee!

    Unfortunately, I never got around to experimenting with the importation of more than one .smd animation. I always assumed it’d be tricky in that the final frame of the initial animation sequence would have to match the first frame of the ensuing animation, basically leaving two options:

    1) Always select animations that end / start with frames containing identical poses (so that there’s no sudden, unrealistic movement when the new animation kicks in) or …
    2) Manually animate the difference between poses.

    In both cases, I assume you’d have to copy and paste the keyframes from the new .smd animation files in order to tack them onto the end of your original animation. Like I said, though, I never got around to testing those ideas. I left that for others to try.

    Comment by april15th — May 11, 2009 @ 3:08 pm | Reply

  48. Hrmm, thank you for the ideas! I’ll have to give them a try and see what happens!

    Comment by Squee — May 12, 2009 @ 2:36 am | Reply

  49. Hey! Awesome tutorial. But I found an easier way instead of converting the vtf files to tga. You can download the VTF texture plug-in on this site:

    Comment by Mathias — May 13, 2009 @ 9:40 pm | Reply

  50. Thank you so much for this tutorial, but I think it needs to be updated with regards to the MDLDecompiler section. When steam updated to the Orange Box SDK, MDLDecompiler.exe needs to be moved to the …sourcesdk/bin/ep1/bin/ folder to work properly. I haven’t had more than partial working in any other folders.

    Thanks again though, this has really helped me out on project I’m doing.

    Comment by Barney D. — September 13, 2009 @ 2:22 am | Reply

  51. Thanks for the tutorial it helped me get a hunter model into 3DS max. From there I was able to get it to a .stl file. My school has a 3D printer so I was able to print out a 3d model of the hunter from EP2. Too bad the legs broke off!

    Comment by Chicob13 — January 29, 2010 @ 11:19 pm | Reply

  52. hey your tut is great ;3 but i have problems to import more than one model.

    example: i import a combine, than i import another combine or gordons hands or other human like model, “its combinating the two models”. i try to drag it anywhere else or export to another file but it do not work.

    i will be very happy about help 😀

    Comment by Möp — February 28, 2010 @ 10:04 pm | Reply

  53. could you please just post links to the already converted models? I don’t really have a good reason for asking, exept that I’m lazy and only have Half Life 2 for the xbox. Thanks

    Comment by Mark — March 5, 2010 @ 10:19 am | Reply

  54. Hey, I was wondering if you ever figured out a way to string together multiple animations from the info in the smd files. Whenever I load a new smd it just replaces the old animation with the new one. Frustrating.

    Comment by NateJ — April 5, 2010 @ 8:35 pm | Reply

  55. I expect this still gets hits with unity taking off. So regarding the questions about multiple animations into max:
    1) Import the reference.smd into max
    2) With the model selected, import an animation smd (this should import bones only, and overwrite the existing information)
    3) Using select by name, select only the bones
    4) Go Animation -> Save Animation in the menu bar
    5) From the Save Animation prompt, ensure Animated Tracks and Include Constraints are checked and save the motion to the desired file name
    6) Repeat these steps for any animations you require (maybe just test one out to begin with)
    7) In a fresh scene import the reference.smd into max and again select only the bones
    8) Go Animation -> Load Animation in the menu bar
    9) From Load Animation prompt, ensure relative is selected and insert at the desired frame (i.e. zero for the first animation) and click load motion. You will now see keyframes. Make sure you have enough frames in the first place to fit the animation and keep making room for more via the time configuration button (bottom right) for the next animation.
    10) With the bones still selected load another animation this time inserting into the frame following the last frame of the previous animation.
    11) Rinse and repeat.

    Comment by Paul — July 5, 2010 @ 10:49 pm | Reply

  56. Hey.
    I have one big ass’ed problem…

    I’m trying to get the Hunter Model to work with a video I’m currently stuck on due to the Hunter model not doing as I wish.
    Whenever I try to load the model, it becomes just gray… No skin at all:(
    So I tried to follow what one dude on youtube said to do, but selecting all, Unrapping UVW and then flattening map does not go well with the textures that I have from valve.

    Can someone please help me with my little problem?

    This is all I have on the Hunter model.

    I use 3ds Max 2010 for the 64bit features, and all the needed tools are in the pack.

    I hope this can help you help me.

    Thank you…

    Comment by Janno BuzzBazz — September 1, 2010 @ 8:03 am | Reply

    • got it to work… just forgot to put some files in the same folder…

      Now I’m looking for a way to make the model not look so pale. Maby lights in 3dsm, or some after effects… donno..

      Comment by Janno BuzzBazz — September 1, 2010 @ 10:29 am | Reply

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