Tutorial on how to convert Half Life MDLs and fix some Voxel issues
by Manson
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Converting from a Half Life 'mdl' to a Build 'voxel'


THIS TUTORIAL IS CURRENTLY NOT DESCRIBING:
- setting the axis's of the voxels (setting the angle)
- spinning the voxel in Milkshape
- only converting parts of the mdl to kvx
(these things can be done, but I'm not sure you guys need to do it,,, mail me if you want it in)


First of all, you need to get a copy of Milkshape
http://www.swissquake.ch/chumbalum-soft/

The shareware version can be used for a month, but I havn't seen what happens, when it's expired,,,,

You also need:
slab6.exe
poly2kvx.exe
- both avalible from Kens website
A voxel, that has the prober colors in the game (to read the palette from)





The converting between the formats is done through 2 formats - the 'HL SMD' and the '3ds'

When you have Milkshape installed:
1) open Milkshape
2) select 'Tools' -> 'Half Life' -> 'Decompile Normal HL MDL File...'
3) selct the file to convert, click 'open'
4) you will now be asked, which features you want to convert (all should be selected), click 'OK'
- the file is now beeing converted, without you beeing able to see it -
5) select 'File' -> 'Import' -> 'Half Life SMD'
6) now select the file you've just converted to
7) you will now be asked, which features you want to import (all should be selected), click 'OK'
- the model should now appear on the screen -
8) select 'File' -> 'Export' -> 'Autodesk 3DS...'
9) you now need to define a filename for the file that is to be exported (test.3ds - the .3ds extention is required). Furtermore, all Expert Options must be set to 'on', click 'OK'
10) now close Milkshape - or minimize it (to repeat the convertion, click 'Edit' -> 'Delete All'
11) open a command prompt (in Windows, click 'START' -> 'Run' -> type 'cmd' -> now goto the propper directory
12) type 'poly2kvx test 100' - 'test' is the 3ds file to convert, '100' is the maximum height of the voxel to create. The maximum height of a voxel to be loaded in Build is currently '255'
13) now you need to load up slab6.exe to change the palette of the voxel to the one used in the game, and set the probber Mip level.

Setting the Palette of the voxel:
in slab6, hit 'P'
this opens a list of voxels in the current dir
select an other voxel, which you know has the propper palette
hit 'enter'
remember to save!

Setting the Mip level:
in slab6, hit 'S'
this opens the 'save' dialog
save the voxel
a dialog box is asking you for the Mip level
'1 Mips' is for voxel applications other than Build
'5 Mips' is for Build
Select '5 mips'
You're done, and you have saved your work




Problem:
the model appears 'white' - or miscoloured
- you need to change the palette of the voxel, to match the palette used by the game

the model disapears from screen from time to time
- the 'Mips' of the voxels must be set to 5

the voxel acts completely fucked
- you most likely need to both change the palette, and set the 'Mips'
