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EvilJon Site Owner


Joined: 17 Jan 2004 Posts: 5259 Location: Knutsford
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Posted: Tue Aug 02, 2005 2:31 pm Post subject: |
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Nice one guys! Looking forward to some suitably imaginative changes to updates.
Personallty I want to see the bunkbeds made much more shagadelic
Jon. _________________ - The Site Dictator
By the way, I visited the site, it is very bland and unimpressive. - Maniacal Matt
What all I did was tell him to stop some grammer and punc. would be nice. - reign of evil
sorry for my missplesings i am franch - el spartan117
I doubt that sick wierdo will help me. He did found this wastehole. - Mister Fluffersby
Have you visited BadAdverts.co.uk yet?
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azimuth Minion With Nametag
Joined: 10 Oct 2004 Posts: 33
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Posted: Tue Aug 02, 2005 2:34 pm Post subject: |
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Gen Jerky, please list how you are making these models
Which 3D App, version
How many faces does the model have (roughly)?
How you are saving/converting to .x
Binary, text or other method of saving.
Yours, although a little large works well, where as mine (made in maya) crashes my game. Would love to figure out why. |
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General_jerky Henchman

Joined: 15 Oct 2004 Posts: 410 Location: Oregon Baby!
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Posted: Tue Aug 02, 2005 2:39 pm Post subject: |
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i used 3dmax7 i used an exporter plugin to export as a .x file at first i saves as text then reexported as binary but it still looked like a text file so ya. as for faces im not sure i didnt check/i jsut randomly used the teapot tool and make it lol
EDIT: i belive i used 1024 faces _________________
thanks to my friend Chuckles for the signature  |
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azimuth Minion With Nametag
Joined: 10 Oct 2004 Posts: 33
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Posted: Thu Aug 04, 2005 9:26 am Post subject: |
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Been trying for a few days and got nowhere.
This is a niche question but - does anyone here know how to get Maya 6 to export a model to an .x file in the same way that 3dMax would do?
Basically:
Maya to .X crashes the game
3dMax to .X - ready to roll |
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General_jerky Henchman

Joined: 15 Oct 2004 Posts: 410 Location: Oregon Baby!
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Posted: Thu Aug 04, 2005 12:24 pm Post subject: |
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maybe you can save them in a format i can open in max and export as a .x for you _________________
thanks to my friend Chuckles for the signature  |
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VillainousVillain Evil Henchman

Joined: 18 Aug 2004 Posts: 677 Location: Private Yacht In The South Pacific
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Posted: Thu Aug 04, 2005 12:29 pm Post subject: |
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| azimuth wrote: |
well, holly jesus is all i can say.
General Jerky sent me a teapot model from 3dMax(?) just to test my game.
It seems to...... ummmm........ work  |
Are you able to edit character models?  _________________ NEW Evil Genius Skins Available For Download!!!
Set 1: Download Here
Set 2: Download Here
Set 3: Download Here
Set 4: Download Here
Set 5: Download Here
Custom Banner Made By Me! |
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General_jerky Henchman

Joined: 15 Oct 2004 Posts: 410 Location: Oregon Baby!
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Posted: Thu Aug 04, 2005 12:35 pm Post subject: |
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| VillainousVillain wrote: |
| azimuth wrote: |
well, holly jesus is all i can say.
General Jerky sent me a teapot model from 3dMax(?) just to test my game.
It seems to...... ummmm........ work  |
Are you able to edit character models?  |
arent the character models/animations in Granny files? cause in the desc is says like blahblah.gr2 and we change the gr2 to .x so so i guess only replace _________________
thanks to my friend Chuckles for the signature  |
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azimuth Minion With Nametag
Joined: 10 Oct 2004 Posts: 33
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Posted: Thu Aug 04, 2005 12:59 pm Post subject: |
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| VillainousVillain wrote: |
| azimuth wrote: |
well, holly jesus is all i can say.
General Jerky sent me a teapot model from 3dMax(?) just to test my game.
It seems to...... ummmm........ work  |
Are you able to edit character models?  |
Each .desc file (unsuprisingly) describes the object in question. Area of effect, name etc etc. It also holds a line pointing to a location of a file which will act the model for the object.
At the moment the desc file can be edited so that the line stating the model file can be changed.
Filename = Nuclear_reactor_a.gr2 (the elixir model)
changed to
Filename = My_nuclear_reactor_giant_teapot.x (new model)
I can see no way, unless they release a convert or something, to change any current models. What you can do is make a complelty new model then have a .desc file pointing to it. If your really clever you could make the new model look the same as the old one, but then you get into the big big problems of animating it. |
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General_jerky Henchman

Joined: 15 Oct 2004 Posts: 410 Location: Oregon Baby!
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Posted: Mon Aug 08, 2005 6:24 pm Post subject: |
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| azimuth wrote: |
| VillainousVillain wrote: |
| azimuth wrote: |
well, holly jesus is all i can say.
General Jerky sent me a teapot model from 3dMax(?) just to test my game.
It seems to...... ummmm........ work  |
Are you able to edit character models?  |
Each .desc file (unsuprisingly) describes the object in question. Area of effect, name etc etc. It also holds a line pointing to a location of a file which will act the model for the object.
At the moment the desc file can be edited so that the line stating the model file can be changed.
Filename = Nuclear_reactor_a.gr2 (the elixir model)
changed to
Filename = My_nuclear_reactor_giant_teapot.x (new model)
I can see no way, unless they release a convert or something, to change any current models. What you can do is make a complelty new model then have a .desc file pointing to it. If your really clever you could make the new model look the same as the old one, but then you get into the big big problems of animating it. |
there is a way to make models based on a front and side picture of something i havent tryed it but it should work like get a front and side view of the worker i could read and study and try it.
So i need Someone to take a Front and Side pic most perfer a faceing right side pic  _________________
thanks to my friend Chuckles for the signature  |
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M3rl1n Disposable Minion

Joined: 28 Jul 2005 Posts: 8 Location: Canada
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Posted: Mon Aug 15, 2005 8:01 am Post subject: Re: Modding tools - Official Elixir Mod |
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Limitations
... As it stands, the animations are in Granny format and we can't just give you Granny exporters because RAD owns them, and nice people though they are, their technology isn't freeware. ... |
I dropped RAD a line just to inquire about their position on a freeware Granny exporter, and they very cordially explained to me that they weren't against it by any means, but what they could release would be extremely limited and could not be used to modify any existing games - however - if the developer was so inclined they could work with RAD to release a version of the Granny exporter that supports their game.
They said it was not particularly difficult, you just need to drop them a line to work out some of the details, but it's up to the developer.
So would it be possible to petition Elixir to work with Granny and get us a complete export package? |
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HatedOne Planetary Dictator

Joined: 09 Nov 2004 Posts: 8839 Location: Hanging around in good ol' Sweden!
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M3rl1n Disposable Minion

Joined: 28 Jul 2005 Posts: 8 Location: Canada
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Posted: Mon Aug 15, 2005 8:14 am Post subject: |
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It was my understanding that, although they had announced their closure, they were still tying up lose ends - I was hoping this could be one of those lose ends or before they closed their doors someone could be given the "go ahead" to pursue the matter further.
One last "hurrah" for the community, as it were  |
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megabyter5 Minion With Nametag
Joined: 11 Sep 2005 Posts: 23
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Posted: Thu Sep 15, 2005 1:24 pm Post subject: |
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Eh... I do as you said, I copy+paste the whole thing and all that stuff, but then it says "the page cannot be displayed". _________________ If I had an idea for a sig, I probably wouldn't have this crap here. |
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Seanbob11 Mad Scientist

Joined: 14 Apr 2005 Posts: 203 Location: Scotland, United Kingdom
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Posted: Mon Sep 26, 2005 1:24 pm Post subject: |
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ok...sorry... but I'm confused...where are the files that I am supposed to change in my 3d Program? Do I have to run the game first?
thanks! |
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Hornisyco Minion with Training
Joined: 15 Sep 2004 Posts: 93
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Posted: Sun Jan 08, 2006 4:05 am Post subject: |
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On a side note, I did notice by the bits of the file I saw that the game was programmed in Delphi - just something interesting, nothing useful.
-Syco _________________ Modding EG unofficially until I'm stuck or bored.
Current projects: Safe Base
Update: Officially stuck and bored.
Last edited by Hornisyco on Tue Jan 10, 2006 10:22 pm; edited 1 time in total |
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