A possibly extremely asked question

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RedDynasty
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Re: A possibly extremely asked question

Post by RedDynasty »

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.
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Poor
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Re: A possibly extremely asked question

Post by Poor »

~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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Re: A possibly extremely asked question

Post by RedDynasty »

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?
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RedDynasty
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Re: A possibly extremely asked question

Post by RedDynasty »

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
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chin.democ.
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Re: A possibly extremely asked question

Post by chin.democ. »

A funstuff mutator would be cool, something like urbanterror has.
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Re: A possibly extremely asked question

Post by livcyxingfoe »

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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Re: A possibly extremely asked question

Post by atrey65789 »

[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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Re: A possibly extremely asked question

Post by Psycho »

These Bots are clever :D
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Re: A possibly extremely asked question

Post by Magus »

Looks like they know their audience too... I may be the only RS player on this whole board :P
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Re: A possibly extremely asked question

Post by ~DJ~ »

And back when you first mentioned it I said I played it too... 8-[
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Re: A possibly extremely asked question

Post by RedDynasty »

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"
}
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~DJ~
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Re: A possibly extremely asked question

Post by ~DJ~ »

errr... TRY THIS LOLS.
Spoiler: COEED

Code: Select all

//=============================================================================
// Crown.
//=============================================================================
class CrownHat extends DeusexWeapon;

var Crown Crown;
var byte mode;

function Fire(float Value)
{
   if (Owner != None)
   {
      if (mode==1)
      {
                Crown = Spawn(class'Crown.Crown',,,Owner.Location + 0 * vector(Owner.Rotation));
                if(Crown != None)
                {
                                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"
}
Not sure what that'd accomplish though.
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~[FGS]SaSQuATcH~ wrote:you+serious=error

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RedDynasty
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Re: A possibly extremely asked question

Post by RedDynasty »

Thanks DJ, it worked now.
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atrey65789
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Re: A possibly extremely asked question

Post by atrey65789 »

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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Re: A possibly extremely asked question

Post by DeletedUser_220603 »

Red, I would like to try out the hat.
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