Put garrys mod files into game


















Make sure to export it to your desktop for easy reach, and rename it however you want. Now that you extracted it, you will get two files. One of them is the 'obj' and the other one is a 'mtl'. Go ahead and delete the 'mtl' since you do not need it. Now that's out of the way, it is time to get some textures. Again, if you get any Virus Warnings, just ignore it.

Alright, now here we go with Textures. The thing about textures is that there's the simple Diffuse, but more complex models have three others. Normal, and Specular. These give the default textures a kick and make it look the model 'A' Class. So here we go, and it's as simple as this. Open the File tab and scroll down to 'Import'.

The three files that are circled in that red ink is what you will need. We will start by importing the Diffuse file that is ended with the 'D' format. Now, you are going to do the same with the 'Normal' and the 'Specular' files. While you do this, let me take the time to tell you waht these mean. The 'Diffuse' format is basically the texture itself. It is the color of the handguard, the material of the chamber, anything you can think of.

You use this for the basic texture of the model. The Normal is what gives the model a bumpmap in-game, making it look more realistic and clearing out any holes that the gun may have.

The Specular sharpens the guns detail and puts more ways of shadowing when in light, or in other enviroments that the map it maybe on. If there is one already in there, simply click into it and create another folder of your choice, but for the tutorial name it 'Red Orchestra 2'. A VMT is the main text file that implements all of the textures into the weapon. So we are going to use a special kind to make the model look in-game. What you will do is create a text document with the ending function of.

When finished, it'll look like this. Now, we are going to edit the file. So once you open it, you are going to use this 'Exact' Format. You will put it in the folder place of that. And the last one you don't need, but if you want to be fance you use the 'Ambientocculision'.

Some models have AmbientOcculusions already done, but if not you will put it in the place of the Specular detailed format. Once it's all done, it'll look like this. Alright, and now you got the textures done. We are almost through, if you haven't left yet then get ready, cause it's about to get hot. We are now going to combine it all together and get ready for the compiling process. So what you are going to do now is open your Milkshape Program. Do not worry if your virus scanner goes off like before, it shouldn't but incase if it does it is perfectly safe.

Once run, you will get a window that looks like this. Now here we are to this part, pay close attention because I really can't illustrate this part very well. You are going to click 'file' then hover the mouse over 'import' and then select the 'Wavefront.

Obj' A new window will open and you will select the 'mg Now that you select it, it will open up and it will reveal the model that you have for the 'MG42' that you ported on Blender ago. If done correctly, you get this. Okay, now here comes the texture part. What you need to do is go to the 'tools' window and click on the 'select' button and make sure that the 'group' button is also enabled.

You will drag a box over the weapon and it will highlight the model red. They 'HAVE' to be in the directory of Garrysmod and in the materials file and the folder name of your choice. If it's in the desktop and you do it like that and then port it, you're going to get a Texture Error. What it's doing is that it's writing the material path in the model, so it Has to be in there.

Now that you have that selected, you maybe thinking why isn't it on the model? You have to click the 'assign' button in order for the material to cover the model. Once done, then you will see the texture of the model. If you are still this far, a high-five to you. We are now almost done and comes the last section which is compiling. Now what you are going to do is go to the taskbar, click the 'File' tab, go to 'Export' and the very first selection which is a 'Half Life SMD'. The hunter, for example, gave me issues also.

Now I said I'd come back to the 'Particles' folder, so here you go: this folder controls, well, particles, such as small things that glow like the witch's eyes. I have not gotten the 'Particles' folder to load properly, although I once read there was a way - if I find it again, I will update this tutorial.

Or if anyone else finds it, please let me know and I'll append the tutorial! It's a relatively small setback when you're loading every model into Garry's mod before official support arrives, though, wouldn't you say? Well that concludes my tutorial on getting your L4D into Garry's Mod without downloading new model content! I'd like to thank Eddief for inspiring me to turn my answer to his question into an in-depth tutorial!

I hope this helps some people out, and have fun with the mod! I've included an end result image with this tutorial: my first Garry's Mod screenshot! URL to post:.

Estevoo Joined 14y ago. Bletzkarn Joined 12y ago. Want to use the Portal gun from Portal? Well, you can do that too! Even before you get to the community-created content, you have a ton of things that you can mess around within this game. Garry's Mod has a very robust set of multiplayer modes that will keep you busy for a very long time. It is worth noting that some may require you to own another game such as Team Fortress 2 for example in order to play them. Do not worry, as there are many other games that are made to be played just with what Garry's Mod is offering you.

Valve has added tons of game modes here and some of my favorites are Trouble In Terrorist Town where you can be a detective trying to find criminals who are killing people.

It really is stacked with stuff to do before you even get to what the community has to offer. Even if Valve did not have this game loaded with content, I would say that it is worth checking out alone for the content that the community has provided. I legit do not even know where to start in talking about this. The only limit is your imagination. Now that you have your. For more information on GMAD, reference this thread [www. It does not need to have administrator priviledges. If you haven't used the command line before, don't be alarmed.

This is essentially a text version of the Windows operating system. This is where the guide branches off. If you are here only to import the models into Blender, skip this section. The Blender section starts at "Importing Content into Blender". There is no more extracting that needs to be done, as Source Filmmaker needs the files to be in normal folders.

This will just be a copy and paste operation. You will need to paste the contents of your folders into specific folders in SFM. Open the folder game, then usermod. The usermod folder is where you should put miscellaneous files, when you are not importing an entire game into Source Filmmaker if you need to do that you should make a new folder in the game directory, put your game files in it, and then add the folder to your gameinfo.

But that's for another guide. In usermod, you should see folders called maps, materials, models, sounds, etc. Note that although there is a scripts folder in usermod, you will not be able to use Garry's Mod scripts as those are written in LUA, and SFM requires scripts to be written in Python.

I'm sure if you have the knowledge you could covert your LUA scripts, but that is beyond the scope of this guide. You will need to put your addon files into the right folders. For example any addon files you have in the materials folder will need to go into the materials folder in usermod, models will go in the models folder, etc. I would also make a new folder within the usermod folders for organizational puposes, although you don't have to.

The folder you create can be named anything, but I would avoid using spaces. Before I begin, I feel it is appropriate to go over Source engine file structures.

All Source engine models have the following file types:. I have only seen CSGO models use this. All Source engine models are associated with the following texture file types:. There are two versions of Source models that are meant to be held by a character such as weapons.

There is a view model, which is the model used in first person mode, and a world model which is used in third person mode. They work the same as other models in SFM. If you're using models in SFM, you will most definitely want the world models, and you don't necessarily need the view models as well. So, in the process of moving your addon files to SFM, you might not have kept the same file structure. That's okay, you will just need to change the file path the.

Open the. Don't be alarmed, you will be seeing a lot of junk characters that you can't read. This is because a.



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