PART 2:  Importing models into Max2 and getting

                 them ready for Studiomdl.  

Ok Now the first thing you wanne do before you start up MAX is extract the script from the IOUV zipfile, and then place it into your Scripts directory under 3d studio max2. Basically what this script does is that it restores your mapping of you model that you did for quake2 exactly into 3dsmax2 making it very easy to get the mesh into Half-life without having to do the mapping from scratch. And also get the new plugin from the valve SDK kit and put it the file in the plugins directory under max. Note in the Plugins directory not Stdplugs or Plugscfg directories. So lets get a cracking! 

Ok start up max after you placed the script file in its right directory. Ok go to File on the top left of the screen and go to import file. Then choose 3ds file and go to the directory wherever you have saved all your stuff of your model. Import your model into the scene and the click on the Scale button. Resize it to about 6000 % ,yes its alot but max does strange things to 3ds files. 
Ok you will also notice that your model is actually facing in the wrong direction, so rotate him so he faces to the front in the front view port. 
Now go to the Utilities Button on the right top side of the screen it looks like this  a cute little Hammer :). Now press it and look down the list until you find the "MAXscript" bar 
Now press it and go to "Run scriptfile" button, there you choose the IOUV.ms file. Ok the script should be running now and should look like this when you scroll down. 
  

Long isn't it :) Click on pick object and select the model you imported earlier. Then click on open and another window will open. see top right picture. Ok now the first thing you go do is write down the dimensions of your models skin, otherwise it screws up the mapping on the model. Then after you have this info go to project info and select the directory where your 
ASC mesh file is saved (see keep it all need in one directory to keep it simple, will help when it comes to the QC files later) 
Then you will see the file in the below box. Select it and don't forget to type in the skin dimensions at the width and height 
areas. Now after you typed in the values click on the import button THERE MAPPING IS RESTORED!!. Its so easy 
it makes me sick. Now you go and click on the materials button on the tab which can scroll around if you don't use max in 
1078x786 resolution :) looks like this . Now click on it and the Materials window will open. 

 

Now see what i did? Instead of its default standard textures you will have to choose Multi/Sub-Object. You do this by simply 
clicking on the button to the right of "type" and select Multi/Sub-Object. Ok now set the Number to 1 and click on material 25 
There should now pop up alot of new stuff for you :) Anyway scroll down and click on the Maps rollup bar, Ok then there should be a list of stuff. Click on the Diffuse button, yet another new window! :) man I love max. OK now choose bitmap 
its near the top of the list for those who cant find it. OK finally you can choose your texture you wanne apply to your monster. 
Click on the big gray button next to Bitmap and find your skin for you monster. Now select your monster and assign it to him. 
Its the 3rd button from the left looks like a circle with a arrow going to a cube. Or for the advance users just drag the sphere with the texture displayed on it onto the monster model and WALA! fully textured again. See below if you don't believe me 

 

Ok now you have your model in max and you wanne export it to valves SMD format. Ok you did all I told you to do right? 
Ok good ,now go to File and go to export. Then click on the file type and choose Valve SMD (.SMD) format. 

 

Ok give it the filename and export it. Now there should pop up another little window asking if you want it to be... 

 

Ok I took reference frame, because you don't have a biped yet, and you only choose Skeleton animation when your just exporting the skeleton of the biped you created for your model. HEHE we will get to that later in a next tutorial if you guys out there think I did a good job on this one and send me some request e-mails or post it on the GUNMEN TC message board. 

Ok the Model is now ready for studiomdl.exe 

PS: I think i am starting to like this tutorial writing :) hmmm... this is a bad sign, That means that there is a good chance that I might do more :). Wont you just love to see some character modeling and mapping tricks :) and there final skinning..... Ohhh i can see the drool forming already. Yeah right who wants to see my little tutorial anyway If I get enough feedback in the next week i will tell you guys if I will keep writing more ones .... 

See I told you its easy :)  Studiomdl here we come !! On to part 3: