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Model Importer & Exporter, Milkshape 3D


Fulby

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BlackAlmaz: As it seems the original weapon models are mostly made out of one "block". Your models add several "blocks".Atm i try to merge your blocks into one and see if it works. No success so far (CTD's of the game) but as Fulby said, one has to be very careful when "merging" those blocks and a small typo can ruin everything. Maybe i made some, i will re-test.

 

Boy, this is more work than one could want. Even small model changes are VERY work-intensive, and for the semi-working Berzerkarmour-model (texture problems) we needed three people and about four days. And that was only a test-model !!!

 

And seeing the counter in Milkshape going down is making me NERVOUS, aaaargh! :(

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i made it work...all i did is change the numbers of the vertx and counts to the ones my model...and cut paste the numbers in the plance of the old ones

 

 

i didnt think my m16.m203 would looks so good in the game....if fulby you...or aralez..or even you slaugther want a test run..i can send you the mod

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I would highly recommend using existing models as a starting point instead of starting from new, and don't save new meshes. There's more to the model than just the vertices and triangles and the importer and exporter don't (and probably won't) handle things like the pivot points which are part of the model.

 

BlackAlmaz, the only files I can see on your website are jpgs and there isn't a link to a second page. It says Items 1-14 of 14 at the bottom.

 

Fulby

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This is the listing I get:

    Name 	 Type 	 Size    Last Modified    
My Documents  folder  1 item  11-May-2004
tank2  .jpg  196 KB  11-May-2004
mp5navy  .jpg  113 KB  12-May-2004
best sniper...  .jpg  166 KB  12-May-2004
my new model m16m203  .jpg  147 KB  12-May-2004
OICW  .jpg  122 KB  12-May-2004
uzi my model  .jpg  155 KB  12-May-2004
double berraled shotgun  .jpg  120 KB  12-May-2004
new glock  .jpg  178 KB  12-May-2004
female...head com  .jpg  173 KB  12-May-2004
g36 with 100 bullet clip  .jpg  146 KB  12-May-2004
avp pulse rifle  .jpg  145 KB  12-May-2004
lurker gun  .jpg  154 KB  13-May-2004
new in game model UZI  .jpg  128 KB  14-May-2004
Check All - Clear All
1 - 14 of 14

 

I edited the heavy armour, moving some vertices in the legs and add new vertices and faces on the helmet and got a CTD. When I deleted the helmet mesh from the model the game ran OK but obviously didn't display the helmet. The modified vertices on the legs showed up correctly.

 

I think the problem may be to do with the vertex normals - in the UFO:AM format they are stored with the vertices but Milkshape stores them with the triangles so the importer/exporter have to try and match them up again. The modified helmet had some very large vertex normals which may cause the CTD. Aralez did you add new vertices to the berzerk armour?

 

I found it makes pasting easier if you keep track of which meshes (groups in Milkshape) have been modified, then you only have to copy them in.

 

Fulby

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@Fulby: No, i deleted some vertices, i didn't add anything yet. But as i said i did some quick test models only until now, after sunday i can do more. ( and hopefully better :( )

 

@BlackAlmaz: Send me those pics, i will upload them to Slaughters site

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All the models in the test-mod work! I did a merge with the RBMOD and had no problems. Excellent stuff, BlackAlmaz !

 

I found a glitch when i used my new berzerk-armour-model, it looks awesome, but all weapons seem to be a bit off-place, they are not in the hands but some inches away... :(

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i think i figured out how to make new armours...

 

for example..light armour..i added clip holders to the vest..i grouped thevest with the clip holders...and than just replaced the last numbers on my export with the numbers of the vest in the original

 

the main thing is to remmber to get the numbers in to the right place

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Regarding Crashes To Desktop (CTDs), I got my modified Heavy Armour (with added vertices) to work by making sure all vertices in a WVERT list had a bone.

 

Extract from a file exported by Milkshape:

 -12.268    0.174  193.544 0.000000 0.000000 1.0000 0.0000 0.0000 1 1.0 "Bip01 Head"
 -8.334  -13.123  195.953 0.000000 0.000000 1.0000 0.0000 0.0000 1 1.0 "Bip01 Head"
 -5.631   -2.707  198.810 0.000000 0.000000 1.0000 0.0000 0.0000 1 1.0 "Bip01 Head"
  8.908   -3.839  213.459 0.000000 0.000000 1.0000 0.0000 0.0000 
  5.585   -2.707  198.810 0.000000 0.000000 1.0000 0.0000 0.0000 
  8.288  -13.123  195.953 0.000000 0.000000 1.0000 0.0000 0.0000 1 1.0 "Bip01 Head"

Changed manually to:

 -12.268    0.174  193.544 0.000000 0.000000 1.0000 0.0000 0.0000 1 1.0 "Bip01 Head"
 -8.334  -13.123  195.953 0.000000 0.000000 1.0000 0.0000 0.0000 1 1.0 "Bip01 Head"
 -5.631   -2.707  198.810 0.000000 0.000000 1.0000 0.0000 0.0000 1 1.0 "Bip01 Head"
  8.908   -3.839  213.459 0.000000 0.000000 1.0000 0.0000 0.0000 1 1.0 "Bip01 Head"
  5.585   -2.707  198.810 0.000000 0.000000 1.0000 0.0000 0.0000 1 1.0 "Bip01 Head"
  8.288  -13.123  195.953 0.000000 0.000000 1.0000 0.0000 0.0000 1 1.0 "Bip01 Head"

The game then ran and the altered model looked the way it should. This may not be the only cause of the CTD but please check your model files if a CTD occurs.

 

New versions of the importer and exporter are available on my website.

 

Fulby.

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New version of the importer/exporter available here (54KB).

 

Bone position is now imported and exported. If you change the position of bones it requires cutting and pasting the new data into the model file, but this may help with resized models.

 

Fulby

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