Setting up the custom model

wpn_fps_pis_beretta_b_std : This is a dummy model of the barrel. It's currently empty,you will not need this at all. The actual barrel is inside the frame file



wpn_fps_pis_beretta_body_beretta : This contains frame,barrel and hammer. Barrel and frame are a single mesh,while the hammer is separated



wpn_fps_pis_beretta_body_rail : This is the gadget rail. It's an universal frame rail,and is also shared with a couple of other pistols in game



wpn_fps_pis_beretta_co_co1 : This is the Professional compensator



wpn_fps_pis_beretta_co_co2 : This is the Competitor compensator



wpn_fps_pis_beretta_g_ergo : This is the ergonomic grip



wpn_fps_pis_beretta_g_std : This is the standard black grip



wpn_fps_pis_beretta_m_extended : This is the extended magazine



wpn_fps_pis_beretta_m_std: This is the standard magazine



wpn_fps_pis_beretta_o_std : This is the standard iron sight



wpn_fps_pis_beretta_sl_brigadier : This is the Elite slide



wpn_fps_pis_beretta_sl_std : This is the standard slide

wpn_fps_pis_beretta_g_engraved : This is the engraved grip

Set up your workflow however you please,keep a copy of the original files,and now,it's time to rev-up the Model tool! You will need to convert those .model files into something that any 3d modelling tool can open and edit ( which is a .obj format)Start the model tool. It's a fairly straight forward application,which needs no rocket science to work. Now,simply click onto the "browse" button,right next to "Input file",and select a .model from the Bernetti 9 filesIn a blink of an eye,it will automatically create a .obj file in the very same folder,without further human input. Now,rinse and repeat for every .model fileHere's a list of the Bernetti 9 3d model files and what exactly is inside themFrom the Butcher's mod folderNow that you have converted all those files into .obj,open up blender and set up a clean sceneFirst of all,import in blender "wpn_fps_pis_beretta_body_beretta.obj"You will get something akin of thisAs you can notice,there are 2 different objects in the scene,"g_body" (frame and barrel) and "g_hammer" (the hammer)And now import "wpn_fps_pis_beretta_sl_std.obj" in the very same scene. Now,have a little of fun building up the weapon like using some legosThis step will help you correctly sizing your custom weapon modelI will now proceed to load in the very same scene Tigg's S&W659As you can see,the S&W mesh is pretty downsized. To correct it,select the mesh,press onto "set origin" (on the left of the screen),then "origin to center of mass". Press ALT + G,so the mesh will be perfectly centered,and now resize it until it has a correct size. Use the barrel as reference : the two weapons have the same caliber,so it will have the same diameter. Also,you will need the barrel in the right place if you don't want the compensators and suppressors to be out of placeNow the gun is correctly sized,but,as you can see,the slide and the barrel are slightly shorter than the Bernetti ones. I will proceed to slightly edit the mesh,this way compensators and suppressors won't awkwardly floatOnce done,the Bernetti parts can be deleted. Now,it's time to deconstruct the S&W in the same way the Bernetti is deconstructed. Meaning,i need different objects for the frame,slide,grip,iron sight and magazine.If you do not know how to do so,please check some blender tutorial. There is an easy shortcut to do it,but it does not always give good results,so it would be better if you do it by your own handsOnce done,you should have something like thisThe light grey mesh will be replacing the ergonomic grip,while the elite slide and the engraved grip will use the same mesh with a different textureOnce this step is finished,you'll have every piece correctly sized and ready to be ported