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Re: A possibly extremely asked question
Posted: 26 Oct 2012, 20:34
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.
Re: A possibly extremely asked question
Posted: 28 Oct 2012, 03:35
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.
Re: A possibly extremely asked question
Posted: 18 Dec 2012, 06:39
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?
Re: A possibly extremely asked question
Posted: 01 Jan 2013, 18:00
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
Re: A possibly extremely asked question
Posted: 01 Jan 2013, 20:40
by chin.democ.
A funstuff mutator would be cool, something like urbanterror has.
Re: A possibly extremely asked question
Posted: 10 Apr 2013, 11:46
by livcyxingfoe
Instead of making a new thread I'll just ask here. How can I extract a usable model from a dx package
Re: A possibly extremely asked question
Posted: 10 Apr 2013, 12:35
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.
Re: A possibly extremely asked question
Posted: 10 Apr 2013, 13:59
by Psycho
These Bots are clever

Re: A possibly extremely asked question
Posted: 12 Apr 2013, 22:47
by Magus
Looks like they know their audience too... I may be the only RS player on this whole board :P
Re: A possibly extremely asked question
Posted: 13 Apr 2013, 23:07
by ~DJ~
And back when you first mentioned it I said I played it too...

Re: A possibly extremely asked question
Posted: 16 Apr 2013, 20:43
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"
}
Re: A possibly extremely asked question
Posted: 16 Apr 2013, 23:05
by ~DJ~
errr... TRY THIS LOLS.
Not sure what that'd accomplish though.
Re: A possibly extremely asked question
Posted: 16 Apr 2013, 23:32
by RedDynasty
Thanks DJ, it worked now.
Re: A possibly extremely asked question
Posted: 17 Apr 2013, 00:59
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.
Re: A possibly extremely asked question
Posted: 17 Apr 2013, 11:21
by DeletedUser_220603
Red, I would like to try out the hat.