Convert Source Engine Models to Lithtech Jupiter (CF, CA, SA etc.)

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Convert Source Engine Models to Lithtech Jupiter (CF, CA, SA etc.)
This is a BIG tutorial, this is NOT easy to do. This took me about an hour to figure out how to do (which i guess is pretty quick....lol) Many of you have been waitin for this...and i'm bored, so i'm releasing my custom model secret), THANK ME, this toook a few hours to write lol!


What you need:
3DS Max 7 (waiting for outside link approval
Lithtech Plugins (see attachments)
Source Import Plugins (see attachments)
Studio Compiler made by CannonFodder (included in attachments)
A MDL model file (will provide a working one in attachments)

Where to Start

1.) Install Studio Compiler, its a basic installer, easy to follor
2.) Put the DLL thats in the Tutorial Complete/Studio Compiler in the installed location (Default: C:\Program Files\StudioCompiler)
3.) Right Click the exe of StudioCompiler, go to compatability Tab and click Run As Admin and Set to run at Windows XP SP2
4.) Run Studio Compiler and go to the Model Decompiler tab



DO NOT CHANGE THE OUTPUT DIRECTORY, STUDIO WILL CRASH its a bug that never got fixed

5.) Click the folder that has the image of the folder with an up arrow and go to where you have the MDL file i included and open it
6.) Check the box "Dump Old Unweighted SMD's
7.) Click Extract, and go to your documents, and grab up the SMD files that are exported! You successfully exported the SMD files

Part 2
3ds max 7 and the plugins

1.) Install 3ds max 7 (its just as easy as the cannonfodder tool)
2.) Crack it (obviously)
3.) Go to the install location (C:\3dsmax7) And take the Plugins folder i provided and move it to 3dsmax7 folder. It will ask you to over-write files, say yes to all
4.) Run 3dsmax as admin (since its old u have to XD), let it boot up, and then go to Customize/Plug-in Manager
5.) Find the lithtech plugins (check the Description to know what each plugin is) and right click them, and click Selected Plugin/Load. Do the same for the Source Plugins (should be SMDIMP for the Plugin name) right click and select Load.



Now your ready to load up some SMD files for conversion! Now the hard stuff is over

Part 3
Import and export! simple Aye?
Now that your in 3ds Max, and you have your SMD files and your export plugins. your ready to roll!

1.) Go File/Import... and go to where the SMD files are saved that you exported. Should be at the following screen





2.) Select these files FIRST. Hands_reference.smd (so you get this) Whenever importing, uncheck the textures box see below



When you get the hands model in successfully, you will see this



3.) Now go back to File/Import... And select knife_t_reference.smd and repeat the process of before, of unchecking textures, u should now see your knife model!

When this comes up, name it knife


Now your knife model shows up!

4.) Now again, Go to File/Import... and select the first animation, which is draw.smd and import it, you should see



5.) Go File/Export... and export as a LTA file! Name this one select(.)lta, follow these images for it to work in CA (no () around the . obvoiusly)



Click Ok on this box


Now name the Animation select, and set the Scale Modifier to 0.1 or the model will be TOO big for CA and not show up right, click OK!


If you see model exported successfully, Congrats! you cross modded from another game engine!!!

Do that for all the animations one by one till they are all in LTA format!

Part 4
Model Edit, making a LTB

1.) Now that you exported all the SMD files to LTA, your ready to make it work in CA. This takes a little bit of guess n check

2.) Open ModelEdit, and go File/ Open, and open Select lta. Yes the model looks small in Model edit, dont worry about it. you should see this



3.) No go File/Import... and select the rest of the LTA file animations so eventually it looks like this



4.) Now you notice the model is on the wrong Axis...its sideways...fail i know...Just rotate each animation 90 on the Y Axis



5.) From here, change the dimensions of the model to 3 on the XYZ or you wont be able to walk anywhere because 3ds max defaults to 128/16/16



Click apply

6.) Now do your basic Cross modding of animations to make it a full weapon!




Congrats! you cross game modded a Source model to Lithtech!!!! *cheers*

TUTORIAL COMPLETE.rar - Jotti's malware scan
https://www.virustotal.com/file/64ef...is/1330023938/
TUTORIAL COMPLETE.rar8.0 MB · 773 downloads Scanning…
@supercarz1991
I think your upload may be corrupted. Try uploading again. I keep getting an error upon extracting your files.
Quote Originally Posted by Hero View Post
@supercarz1991
I think your upload may be corrupted. Try uploading again. I keep getting an error upon extracting your files.
Same here
Congratz on ns tutorial..

Ill try to test if it works with our CF models ^^
looks like a good tutorial

if you want crossfire rez tools let me know (or ask Vasiok/marv for them)
Nice i might use
eww. my bad on the zip. idk what happened, i'll fix it
Alright. @supercarz1991

Giving till 1 day of this threads creation... After one day you'll be unable to edit your post. So then the thread can't be fixed after that.
newphag minions, it may have something to do with the compression.. 7zip unzip it fine, Winrar gives a lot of errors.

> Checked the one in CA with this one
> Same file (approved, as it's in there)
> Unzipped it, made it a rar archive (there should be no errors now)
> Uploaded to MPGH with two new virus scans.

//approved
i had deleted the zip, then started converting a model and forgot it didn't work LOL sorry bout that, i woulda updated it myself but for got lol
Ahh thank you very much I think the exporters i had were broken, yours work fine *_*
Now i can make some cool weapon mods for cf CSS Deagle in CF omfgwtfzor

But i have first to figure out a good scale, bcs the cfs models are way smaller than the ones from CA.
Does this also apply to characters? I've always wanted ST6 in CF. *drools*
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