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General_jerky Henchman

Joined: 15 Oct 2004 Posts: 410 Location: Oregon Baby!
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Spektyr Evil Genius Genius
Joined: 24 Apr 2005 Posts: 468
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Posted: Tue Jan 10, 2006 10:40 pm Post subject: |
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Not to be rude, but what in the name of Zeus' bunghole is that supposed to look like?
_________________ Destined for greatness, but pacing myself. |
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Hornisyco Minion with Training
Joined: 15 Sep 2004 Posts: 93
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Posted: Tue Jan 10, 2006 11:24 pm Post subject: |
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Approximately four cylinders, symmetrically placed, and spaced among the area.
Or at least, that was my interperetation.
Now anyway, to the good news. I NOW KNOW HOW TO MAKE MODELS (sort of). Thanks entirely to general jerky. I stand by what I said before about my previous models all being too big, but blame aside, below is a tutorial on how you can make models, too. This is currently the only known way, and feel free to do your own testing.
0) (Should already be done) Install the foreposted exe and edit rre.
1) Install 3dsm7 (trial version is available, I found it second link into google)
2) Download the Xporter dle and put it in your plugins folder (I will attach this in a few minutes)
3) Create a model of any kind. The game scale is 1 "General Unit" to 1 game square/tile. (At a size of 1x1, the barracks bed will have the same height and width as the original)
Optional) Unwrap UVW, and set a skin (mesh?) (m key in all max products). For additional skins, see the skinning forum and the official texture decompressor.
4) File - Export - .x
5) Change the radio option from Text to Binary (not compressed), and LEAVE ALL OF THE DEFAULT OPTIONS. For those testing with other exporters, those options are:
Normal, UV, Vertex Color, Skin, Animation key
Export to anywhere in your dynamicresources folder (has not been tested with .x outside of desc folder, but should by all means work)
6) Change the Filename= line in your desc file to point to your new .x file (despite jerky's nagging, the name of the file doesn't matter at any point, until this step)
7) Launch the game and create a new instance of your object.
NOW someone, for the love of god, make attachment point stuff work. I tried making bones and whatnot, but it's time to bug both Alex and Jon 'til we get some answers on what we're 'sposed to be able to do with what we have.
-Syco
| Description: |
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Xporter.zip |
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159.02 KB |
| Downloaded: |
411 Time(s) |
_________________ Modding EG unofficially until I'm stuck or bored.
Current projects: Safe Base
Update: Officially stuck and bored. |
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Evil_Argon Mini Max

Joined: 06 Mar 2005 Posts: 959 Location: England
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Posted: Mon Dec 04, 2006 5:37 pm Post subject: |
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When i get textures sorted and it converted to .X you lot can use this :
edit: heres a .X for someone to try if they want. theres no textures so who knows lol.
link
_________________ Currently working on : Map Editor Design Tool
Current Version: Alpha 0.000.001
Vial of Completion [IIIIIIIIIIIIIIIIIIII] |
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Doomed the world to evil Disposable Minion

Joined: 31 Dec 2006 Posts: 9
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Posted: Fri Jun 08, 2007 3:30 pm Post subject: |
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WoW that skin looks awsome now i now no 1s been on this page for ages but that is a good skin
its ok we have him sorounded
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Master_Of_Evil Disposable Minion

Joined: 16 Aug 2007 Posts: 18
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Posted: Tue Aug 21, 2007 12:20 pm Post subject: Does anyone need a GR2 Exporter ? |
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| Does anyone need a GR2 Exporter ?, i've one that works (sort of....)
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Shark Number Two
Joined: 01 Nov 2005 Posts: 1100
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Posted: Thu Aug 23, 2007 4:47 pm Post subject: |
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| lol ? you can create animations and such ?
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Master_Of_Evil Disposable Minion

Joined: 16 Aug 2007 Posts: 18
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Posted: Fri Aug 24, 2007 3:54 pm Post subject: |
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| Yes, i think so. I'am not so advanced in 3D graphics and animation. But i think you can make animations because you export it in the game own 3D render files.
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Master_Of_Evil Disposable Minion

Joined: 16 Aug 2007 Posts: 18
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Posted: Fri Aug 24, 2007 3:58 pm Post subject: |
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So you don't need any patches for .X files but you just export them in .GR2
I've got the space suit replaced by a master chief model
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Master_Of_Evil Disposable Minion

Joined: 16 Aug 2007 Posts: 18
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Posted: Sun Aug 26, 2007 7:26 am Post subject: Granny Exporter |
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Here you have a GR2 Exporter, if i understand it correctly you can make animations etc etc ....
Good luck!
PS: This plugin will work only on 3D Studio Max 7 and 8, 3DsMax 8 will give a warning but it does work
LINK :
PM me for the link because i have posted 10 posts but i still cant post any links.
Last edited by Master_Of_Evil on Sun Aug 26, 2007 4:18 pm; edited 1 time in total |
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Shark Number Two
Joined: 01 Nov 2005 Posts: 1100
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Posted: Sun Aug 26, 2007 8:49 am Post subject: |
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| can you make NEW objects with NEW animations? like a cube that keeps changing colour ?
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Master_Of_Evil Disposable Minion

Joined: 16 Aug 2007 Posts: 18
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Posted: Sun Aug 26, 2007 3:22 pm Post subject: |
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i think so. again i'am not a graphics engineer (i wish i was) but i think that you can make new animations for anything aslong that you dont have to hardcode anything in EG
and i have exported Masterchief (own model) in Gr2
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jordan23 Disposable Minion
Joined: 14 Dec 2007 Posts: 3
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Posted: Sat Dec 15, 2007 4:30 am Post subject: |
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That's a tiger which was pointing along the z-axis not the y-axis. I'm sure anyone with 5 minutes experience of an art package could realign it correctly, but I have a reputation (zero artistic talent) to preserve. I'm sure we'll have some "slightly" (by which I mean "much") better demonstrations soon.
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TehOwn Disposable Minion
Joined: 27 Mar 2008 Posts: 1
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Posted: Mon Mar 31, 2008 9:15 am Post subject: |
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Here is a new model for the equipment storage rack...
It is based on the original model, but modified to have 10 visible lockers.
rapidshare (dot) com / files / 103811081 / NewEquipmentStorageRackModel.rar.html
I've lost my Evil Genius CD, so can someone try this out for me?
(you need to work out the above link into a usable link... this 10 post protection really bites.)
- Also, it uses a .X file so make sure you use the new exe.
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