A possibly extremely asked question
- RedDynasty
- Principality/2C
- Posts: 126
- Joined: 20 Jun 2012, 01:57
- Location: Trapped with SCP-895
Re: A possibly extremely asked question
yeah wotgreal isnt good for extracting models :S
anyways im going to get all the necessary programs, get used with their interface and try to export them.
anyways im going to get all the necessary programs, get used with their interface and try to export them.


You're not a gamer until you played this.
Re: A possibly extremely asked question
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.~DJ~ wrote:[FGS]Chees wrote:Have you tried the DXMeshTool..?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.
- RedDynasty
- Principality/2C
- Posts: 126
- Joined: 20 Jun 2012, 01:57
- Location: Trapped with SCP-895
Re: A possibly extremely asked question
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?
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.
- RedDynasty
- Principality/2C
- Posts: 126
- Joined: 20 Jun 2012, 01:57
- Location: Trapped with SCP-895
Re: A possibly extremely asked question
Well everyone, with help from atrey, we managed to export our 1st hat from tf2, more will come( atrey is allready coding it to be wearable)
EDIT: And i just finished exporting this hat: http://wiki.teamfortress.com/wiki/File:Samur-Eye.png
EDIT: And i just finished exporting this hat: http://wiki.teamfortress.com/wiki/File:Samur-Eye.png
- Attachments
-
- Crown
- Sem Título.jpg (391.19 KiB) Viewed 15616 times


You're not a gamer until you played this.
- chin.democ.
- chinny!
- Posts: 2823
- Joined: 10 Aug 2006, 17:19
- Location: London
Re: A possibly extremely asked question
A funstuff mutator would be cool, something like urbanterror has.
-
- BUG
- Posts: 3
- Joined: 02 Apr 2013, 11:31
Re: A possibly extremely asked question
Instead of making a new thread I'll just ask here. How can I extract a usable model from a dx package
-
- Virtue/4E
- Posts: 512
- Joined: 21 Jan 2012, 15:27
Re: A possibly extremely asked question
[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.
Use WOTGreal Exporter, you should be able to export to .3d or .3ds... 3ds sometimes won't work for some models.
- Magus
- THIS IS SPARTAAA!!!
- Posts: 341
- Joined: 27 Aug 2005, 15:41
- Location: Manchester, England
- Contact:
Re: A possibly extremely asked question
Looks like they know their audience too... I may be the only RS player on this whole board :P
-- Magus "There are 10 kinds of people in the world - those who understand binary, and those who don't"


Re: A possibly extremely asked question
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....
- RedDynasty
- Principality/2C
- Posts: 126
- Joined: 20 Jun 2012, 01:57
- Location: Trapped with SCP-895
Re: A possibly extremely asked question
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.
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.
Re: A possibly extremely asked question
errr... TRY THIS LOLS.
Not sure what that'd accomplish though.
Spoiler: COEED
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....
- RedDynasty
- Principality/2C
- Posts: 126
- Joined: 20 Jun 2012, 01:57
- Location: Trapped with SCP-895
Re: A possibly extremely asked question
Thanks DJ, it worked now.


You're not a gamer until you played this.
-
- Virtue/4E
- Posts: 512
- Joined: 21 Jan 2012, 15:27
Re: A possibly extremely asked question
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.
Re: A possibly extremely asked question
Red, I would like to try out the hat.