Pete Posted May 10, 2004 Share Posted May 10, 2004 Due to the current hosting situation, we are moving servers for what will hopefully be the final time during the next twelve months. As such, the forums have been closed to the public as any new posts from this point will not be carried over to the new server. It can take up to 72 hours for the domain switch to kick in, which can vary depending on any number of random reasons I don't even pretend to understand, so please be patient. Apologies once again for the inconvenience and we hope to see you again on the other side. Link to comment Share on other sites More sharing options...
Fulby Posted May 10, 2004 Share Posted May 10, 2004 So it would be a bad time to post this? https://fulby.v21hosting.co.uk/pics/shotgun.png Fulby Link to comment Share on other sites More sharing options...
Pete Posted May 10, 2004 Author Share Posted May 10, 2004 Curse you and your continual taunting...! You'll have to repost it at the other end, but it looks very interesting Link to comment Share on other sites More sharing options...
Slaughter Posted May 10, 2004 Share Posted May 10, 2004 Is that what I think it is Fulby!?! If so, you're about to receive A GIANT KISS! Seriously, did you find a way to import models? Link to comment Share on other sites More sharing options...
Slaughter Posted May 10, 2004 Share Posted May 10, 2004 (and export as well with a little luck...) Link to comment Share on other sites More sharing options...
Fulby Posted May 10, 2004 Share Posted May 10, 2004 Find... FIND? I had to write the importer and exporter myself. Only took a few hours though . The importer doesn't handle bones and a lot of other stuff in the model file, so it doesn't work with character models and some complex weapons. You can import them but loose the skeleton. The exporter saves the vertices and triangles in the UFO:AM format so the user can copy them into the model file in place of the original. That way the model doesn't loose information like pivot points and texture paths. They handle normals, UV maps and probably adding new vertices/faces so basic model editing is possible. Download here (53KB) and place in the Milkshape 3D directory if you want to try them out. I might release the source (on sourceforge?) if others are wanting to improve on it. Fulby Link to comment Share on other sites More sharing options...
Slaughter Posted May 10, 2004 Share Posted May 10, 2004 *Insert looooooooong kissing sound here* I'm a man of my word . Very well done! You will have to post a thread about this once the server move is complete. I don't have Milkshape, and I wouldn't know how to use it anyway, but Aralez is out of excuses. Back to Rebalance Aralez! Link to comment Share on other sites More sharing options...
Strahd Posted May 10, 2004 Share Posted May 10, 2004 *insert looooooooooong kiss no.2 here* YES! Now let's see what this baby can do! Should be quite fun for me though! Maya to Milkshape to UFO:AM! Hope the model dosen't get screwed up in the process if it is even possibile. Those this plugin support the animations? Link to comment Share on other sites More sharing options...
sigget Posted May 10, 2004 Share Posted May 10, 2004 Nice job! Link to comment Share on other sites More sharing options...
Slaughter Posted May 10, 2004 Share Posted May 10, 2004 I vote that Fulby keep developing this one, and that sigget helps. Anyone opposed to that? No? Thought so... Link to comment Share on other sites More sharing options...
Pete Posted May 10, 2004 Author Share Posted May 10, 2004 I oppose... oops, no. Sorry. Misread the above posts ;) Link to comment Share on other sites More sharing options...
Fulby Posted May 11, 2004 Share Posted May 11, 2004 Those this plugin support the animations?No, animation is bone-based and the plugin doesn't support bones. Also animations aren't stored in the model file, instead they're in a few huge (15MB) files which would make editing them as part of a model a much more difficult proposition. As far as I know Milkshape models only support one bone per vertex, while the UFO:AM models sometimes use two bones on a vertex. This may make character model editing problematic or plain impossible. I vote that Fulby keep developing this one, and that sigget helps. Anyone opposed to that? No? Thought so...Well if it's put up on Sourceforge anyone can add to it, and add the features they most want. I'm just looking over what that would require. Fulby Link to comment Share on other sites More sharing options...
Slaughter Posted May 11, 2004 Share Posted May 11, 2004 Well if it's put up on Sourceforge anyone can add to it, and add the features they most want. I'm just looking over what that would require.Sounds good! Would it be much trouble to port this to other programs like 3dStudio? Since that's the one ALTAR is using, I suppose it supports more then one bone per vertex? Link to comment Share on other sites More sharing options...
sigget Posted May 11, 2004 Share Posted May 11, 2004 One per vertex sounds weird, are you really sure about this? When will you be releasing the plugin that can save directly into vfs-files? ;-) If you look at vfslib that vfstool uses you'll see that working with files in vfs-archives isnt much different from handling regular files. So it can surely be done, if there's any point to it =) Link to comment Share on other sites More sharing options...
Fulby Posted May 11, 2004 Share Posted May 11, 2004 I doubt it would be worth porting the code to use 3D Studio's API. It'd almost certainly be faster to start again. Fulby Link to comment Share on other sites More sharing options...
sigget Posted May 11, 2004 Share Posted May 11, 2004 Looked it up in the MilkShape SDK, you're right, one bone per vertex. Where can i get the official tools? The cenega ftp site seems to be down or something. Link to comment Share on other sites More sharing options...
Aralez Posted May 11, 2004 Share Posted May 11, 2004 I tested the plugin with an unregistered version of Milkshape on the model of the knife, copy-and-pasted the data in the model-file and it worked ! But as i see another version of the tool is already on the way ? Btw, Milkshape isn't freeware... Is 3dStudio ? I guess not. Maybe you should concentrate on a freeware 3deditor like ANIM8TOR. Ah and one small question: is it legal to distribute models made with the unregistered version of Milkshape3d ? ??? I made some changes to existing armour models the old "Fulby" way (hand-edited) maybe i can include them in a new version of the RBMOD, too.... And another thing: How about some helpers and volunteers for making that models ? Link to comment Share on other sites More sharing options...
Aralez Posted May 11, 2004 Share Posted May 11, 2004 https://www.lognvik.no/Aftermath/q1.jpghttps://www.lognvik.no/Aftermath/q2.jpg Some shots of a quick test: Size-edit of the BFG9000 and the shape-edit of the knife. I realized armours and buildings can't be changed with that tool (even when copy-n-pasting the different parts by hand). So all it can edit are the weapon models. Link to comment Share on other sites More sharing options...
Lurker Posted May 11, 2004 Share Posted May 11, 2004 See this link right here: https://forum.ufo-aftermath.com/index.php?showtopic=76# @Aralez I believe that in that thread BlackAlmaz is asking to be let into the weapons model modding crew. So maybe he could be your first helper? Making cooler looking weapons is a good first step. Hopefully, someone from Altar will jump in and give you super genius types a few hints about adding a few more bones into the process? Link to comment Share on other sites More sharing options...
sigget Posted May 11, 2004 Share Posted May 11, 2004 The buildings and shit in the missions are stored in the ufoblock-files, the structures in those files are the same as in the models. So theoretically you could import and export models too and from ufoblocks, or at least decompose ufoblocks into several files, modify them, and then reassamble them into an ufoblock again. The kulisa's also use the same structure internally. Ive got all these formats documented, and its in the modding reference but the formatting is all screwed up there, if you want ill send it to you. Link to comment Share on other sites More sharing options...
BlackAlmaz Posted May 11, 2004 Share Posted May 11, 2004 hey aralez...where do i go to find the files to edit.......i have 31 days left...and i want to start today...maybe i can get the m16with a launcher done...and add sights to some weapons Link to comment Share on other sites More sharing options...
BlackAlmaz Posted May 11, 2004 Share Posted May 11, 2004 ohh and i wolanterr for anything you give me.... Link to comment Share on other sites More sharing options...
BlackAlmaz Posted May 12, 2004 Share Posted May 12, 2004 no armours...but i belive a tank can be made..i'm playing around with this...so far i made a veryy cool looking flame throuer...light machin gun.....and usp with a site....but it all goes to waist if i cantscale...or where to place them when i'm testing.....what do import or extract those files to i'm to try a atnk next....because we can make moving parts all i can try is to make a hover..tank....most likle....rockets launced from the hall...thus making it a mobile stingwer site..?? if we can just give this model to a unit....with out animations...it should be good.... i'm just wondering how many bones does the head have...in the game....and if we can make an and if just one...i will make an sas....mask......gas mask..and so on.. and the silanced pistol will finally have a silancer....i will try to make a advanced silanced m82....wich shoots high velocity shels...thanks to the rail system modefication...flying the hall map......the bullet once coliding with a target..will sqourte smoke out...to confuse enemies...and other creatures...this enemy will be dead starit off......but because of the heat created in the barel...it will take a while to reloed but i do nee to know scalings....and where to find the folder Link to comment Share on other sites More sharing options...
Lurker Posted May 12, 2004 Share Posted May 12, 2004 @Aralez: BlackAlmaz appears to we waiting for you here as well: https://www.ufoaftermath.co.uk/forums/index...showtopic=1380# I think you found your first helper for the weapons. Link to comment Share on other sites More sharing options...
Aralez Posted May 12, 2004 Share Posted May 12, 2004 Alright, here we go: BlackAlmaz, most weapons that were added in the RBMOD have their own modelfile (thx to some planning towards a modeleditor), they are in the TACTICAL/MODELS/WEAPONS folder. Go use and abuse all the files you want You have all permission to use the files of the mod. Atm i can't join you in your modding, but next week i have some days off, i can be of help then. As for now: Go go go! If you have some problems send me a PM, i will check them daily. Link to comment Share on other sites More sharing options...
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