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Poor
Power/3D
Posts: 288 Joined: 02 Jan 2011, 22:39 Nationality:
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~DJ~ wrote:[FGS]Chees wrote:Poor wrote:Instead of making a new thread I'll just ask here. How can I extract a usable model from a dx package? When I extract the model using WOTGreal, UCC complains about vertexes.
Have you tried the DXMeshTool..?
It seems that program only exports to LightWave and MilkShape and exports a model for each from frame. But I found another program in that directory called unr2dx. I'll try converting the unr models WOT gives me to dx with that.
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RedDynasty
Principality/2C
Posts: 128 Joined: 20 Jun 2012, 01:57 Location: Trapped with SCP-895 Nationality:
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Allright, ive got all the programs( 3ds max 2012, studiocompiler( most recent thing with cannonfodders mdl compiler), and the smd exporters). I exported the a random tf2 hat mdl file and and files associated with it( i exported this if you are curious: http://wiki.teamfortress.com/wiki/Prince_Tavish's_Crown ) then i went into StudioCompiler and to the MDL Decompiler, set the model path and the output folder. Then bam, crash. I tried several times and its still crashing. My bet is that it doesnt support TF2 models or something. Any suggestions?
You're not a gamer until you played this.
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livcyxingfoe
BUG
Posts: 3 Joined: 02 Apr 2013, 11:31
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Instead of making a new thread I'll just ask here. How can I extract a usable model from a dx package
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atrey65789
Virtue/4E
Posts: 512 Joined: 21 Jan 2012, 15:27
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[quote="livcyxingfoe"]Instead of making a new thread I'll just ask here. How can I extract a usable model from a dx package
Use WOTGreal Exporter, you should be able to export to .3d or .3ds... 3ds sometimes won't work for some models.
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~DJ~
Teh 1337'
Posts: 2647 Joined: 29 Jun 2008, 13:18
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And back when you first mentioned it I said I played it too...
That Resident Evil Mod———— ~][FGS][Nobody~ wrote:DONT SEARCH WORDS ON GOOGLE WITHOUT TINKING
~[FGS]SaSQuATcH~ wrote:you+serious=error
chin.democ. wrote:It's just what you're doing with your right hand that worries me....
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RedDynasty
Principality/2C
Posts: 128 Joined: 20 Jun 2012, 01:57 Location: Trapped with SCP-895 Nationality:
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UPDATE. Ok, so prototype managed to help me out with this. What he tried to do was to make it like the boxgun script. But it didnt work. Here is the code incase anyone can figure it out. - Code: Select all
//============================================================================= // Crown. //============================================================================= class CrownHat extends DeusexWeapon;
var byte mode;
function Fire(float Value) { if (Owner != None) if (Crown != None) { if (mode==1) { Spawn(class'Crown.Crown',,,Owner.Location + 0 * vector(Owner.Rotation)); Crown.BaseEyeHeight=40.000000; } } }
function CycleAmmo() { if (mode==1) { mode++; Pawn(Owner).ClientMessage("Fire mode: Gm_Trench"); return; } }
defaultproperties { Mode=1 LowAmmoWaterMark=5 GoverningSkill=Class'DeusEx.SkillWeaponPistol' NoiseLevel=0.00 Concealability=1 ShotTime=0.20 reloadTime=0.80 HitDamage=0 maxRange=1312 AccurateRange=1312 BaseAccuracy=0.00 bCanHaveScope=True bHasScope=True ScopeFOV=25 bCanHaveLaser=True mpReloadTime=2.00 mpHitDamage=20 mpAccurateRange=1312 mpMaxRange=1312 mpReloadCount=100 AmmoName=Class'DeusEx.Ammo10mm' ReloadCount=76 PickupAmmoCount=1100 bInstantHit=True FireOffset=(X=-22.00,Y=10.00,Z=14.00), shakemag=0.00 InventoryGroup=31 ItemName="BoxGuN" PlayerViewOffset=(X=11.00,Y=-4.00,Z=-13.00), largeIconWidth=45 largeIconHeight=45 Description="A boxgun rifle. Drops crates in front of player. Good for fortifications." beltDescription="BoXGuN" }
You're not a gamer until you played this.
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~DJ~
Teh 1337'
Posts: 2647 Joined: 29 Jun 2008, 13:18
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errr... TRY THIS LOLS. Not sure what that'd accomplish though.
That Resident Evil Mod———— ~][FGS][Nobody~ wrote:DONT SEARCH WORDS ON GOOGLE WITHOUT TINKING
~[FGS]SaSQuATcH~ wrote:you+serious=error
chin.democ. wrote:It's just what you're doing with your right hand that worries me....
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atrey65789
Virtue/4E
Posts: 512 Joined: 21 Jan 2012, 15:27
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Ah, ya finally got the hat code working? Been messing around with it for a while and trying it to stay on the player's head. lol Nice to see that it is working.
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DeletedUser_220603
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Red, I would like to try out the hat.
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