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- #Sven coop player models not working Pc#
- #Sven coop player models not working ps2#
- #Sven coop player models not working windows#
#Sven coop player models not working windows#
Any other file will launch the currently associated windows application for that file type (if one exists). If its a sound it will play, if its a model HLMV will load it. Q) Can I preview a file without extracting it?Ī) Yes, double click the file.
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If the file is a MDL, texture and sequence files will be extracted with it.
#Sven coop player models not working Pc#
When the model is loaded you can then use “Save Model As” and the model will then be saved in PC Half-Life format.Ī) Click on the item you want to extract then right click and choose extract and choose a location to extract to.
#Sven coop player models not working ps2#
Q) How do I open/convert a PS2 Half-Life model?Ī) When you open a file, click on the “Files of type:” option and select the PS2 model type. This can also be done in fullscreen mode with C & R. You can them move the model around or load another model and using “Recall View” will snap the camera back to the position you saved. For example, if your event triggers a sound called “\common\ding.wav” and you set your sound folder as “C:\My Sounds”, HLMV will look for and play “C:\My Sounds\common\ding.wav”.Ī) Move the model viewport into a position you like and choose “Save View”. Ī) Use the “Set Sound Folder” option on the “Options” menu to set the root folder of where your sounds are stored. A tutorial on doing this using HLMV can be found at. with the values from the Weapon Origin view into your QC file and re-compile.
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Q) How do I use the Weapon Origin Featue?Ī)Decompile your v_model and add and $origin line along. If this happens, re-set your texture flags within HLMV and save your model from the “File Menu”. Q) I’ve decompiled my model and re-compiled it but some of my textures are no longer chrome and additive.Ī) MDLDEC and STUDIOMDL dont seem to be able to handle textures with multiple rendermode flags sometimes. Then its as simple as choosing Decompile or Compile and pointing it to you MDL or QC file. Next, use “Configure Tools” to tell HLMV where these are. Q) How do I use the decompiler/compiler option?Ī) First grab a copy of STUDIOMDL and MDLDEC relevant for your mod/game. Also running HLMV in a 16-bit colour mode will cause the colours to appear less than optimal. Textures that are originally power-of-2 will blur less.
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Because of the scaling, some blurring may occur. This is a requirement of most graphic card hardware. How do I centre it?Ī) Use the “Center View” option under the “Options” menu.Ī) HLMV has to scale all textures up to be a power-of-2. Q) I’ve moved my model and now I can’t find it.
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The program is a complete hack as I’m no C++ expert and it was the first C++ program I ever attempted, but here’s the list of current enhancements to the default 1.25 viewer:
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