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Modding tools - Official Elixir Mod
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EvilJon
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Joined: 17 Jan 2004
Posts: 5259
Location: Knutsford

PostPosted: Tue Aug 02, 2005 2:31 pm    Post subject: Reply with quote

Nice one guys! Looking forward to some suitably imaginative changes to updates.

Personallty I want to see the bunkbeds made much more shagadelic Wink

Jon.

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azimuth
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Joined: 10 Oct 2004
Posts: 33

PostPosted: Tue Aug 02, 2005 2:34 pm    Post subject: Reply with quote

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
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Joined: 15 Oct 2004
Posts: 410
Location: Oregon Baby!

PostPosted: Tue Aug 02, 2005 2:39 pm    Post subject: Reply with quote

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

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azimuth
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Joined: 10 Oct 2004
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PostPosted: Thu Aug 04, 2005 9:26 am    Post subject: Reply with quote

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
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PostPosted: Thu Aug 04, 2005 12:24 pm    Post subject: Reply with quote

maybe you can save them in a format i can open in max and export as a .x for you
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VillainousVillain
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Joined: 18 Aug 2004
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PostPosted: Thu Aug 04, 2005 12:29 pm    Post subject: Reply with quote

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 Surprised

Are you able to edit character models? Surprised Surprised Surprised

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General_jerky
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PostPosted: Thu Aug 04, 2005 12:35 pm    Post subject: Reply with quote

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 Surprised

Are you able to edit character models? Surprised Surprised Surprised


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 Confused so i guess only replace

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azimuth
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PostPosted: Thu Aug 04, 2005 12:59 pm    Post subject: Reply with quote

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 Surprised

Are you able to edit character models? Surprised Surprised Surprised



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
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PostPosted: Mon Aug 08, 2005 6:24 pm    Post subject: Reply with quote

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 Surprised

Are you able to edit character models? Surprised Surprised Surprised



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 Smile

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M3rl1n
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Joined: 28 Jul 2005
Posts: 8
Location: Canada

PostPosted: Mon Aug 15, 2005 8:01 am    Post subject: Re: Modding tools - Official Elixir Mod Reply with quote

Quote:
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
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Joined: 09 Nov 2004
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PostPosted: Mon Aug 15, 2005 8:10 am    Post subject: Reply with quote

Elixir has been shut down, so no.
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M3rl1n
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Joined: 28 Jul 2005
Posts: 8
Location: Canada

PostPosted: Mon Aug 15, 2005 8:14 am    Post subject: Reply with quote

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 Beer
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megabyter5
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Joined: 11 Sep 2005
Posts: 23

PostPosted: Thu Sep 15, 2005 1:24 pm    Post subject: Reply with quote

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".
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Seanbob11
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Joined: 14 Apr 2005
Posts: 203
Location: Scotland, United Kingdom

PostPosted: Mon Sep 26, 2005 1:24 pm    Post subject: Reply with quote

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

PostPosted: Sun Jan 08, 2006 4:05 am    Post subject: Reply with quote

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

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Last edited by Hornisyco on Tue Jan 10, 2006 10:22 pm; edited 1 time in total
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