Actor Editor Import/Export Tutorial
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Revision as of 02:47, 18 March 2009 (edit) JakeB (Talk | contribs) (Unformatted, pretty rough..Someone wanna clean it up?) ← Previous diff |
Current revision (05:35, 19 March 2009) (edit) (undo) Don Reba (Talk | contribs) (formatting) |
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- | Ok, since there's like no documentation on this tool I though I'd do a small tutorial on it, | + | Ok, since there's like no documentation on this tool I though I'd do a small tutorial on it. Hopefully, it will get some people interested in adding things like characters models and such. |
- | + | First off download Xray Asset Tools (http://www.mediafire.com/?ynowommqiow). It will provide you with the required plugins for maya, and Milkshape, as well as a converter to convert models to .object, .bones, and .skl(s). | |
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- | First off download Xray Asset Tools (http://www.mediafire.com/?ynowommqiow) | + | |
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- | It will provide you with the required plugins for maya, and Milkshape, as well as a converter to convert models to .object, .bones, and .skl(s). | + | |
Then make sure you have the Xray SDK installed. (http://files.gsc-game.com/st/xray-sdk-setup-v0.4.exe) [Note: If you're running Vista or Win7, you will have to set the .exe files in /bin/ to compatibility mode with Windows XP SP2.] | Then make sure you have the Xray SDK installed. (http://files.gsc-game.com/st/xray-sdk-setup-v0.4.exe) [Note: If you're running Vista or Win7, you will have to set the .exe files in /bin/ to compatibility mode with Windows XP SP2.] | ||
- | Now few things you should know | + | Now few things you should know: make sure the textures on the model point to a .dds (Direct Draw Surface.) and that you place them in <tt>/X-Ray SDK/level_editor/gamedata/textures/act</tt>. They can really be in any folder, but it's for organizational purposes. Copy the animation meshes from SHOC (they should be in Meshes/Actors once you extract the .db's) to <tt>/X-Ray SDK/level_editor/gamedata/meshes/actors/</tt>. You'll need them in a bit. |
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- | And then you're done! | + | #Before doing anything Select Preferences (within Actor Editor) and expand the Object Tree, and select Skeleton, now check all the dots. |
+ | #Ok once you got your model exported as .object (via one of the converters) Go to File > Load and select the .object you just exported! | ||
+ | #Now you may get some missing texture errors, don't worry. | ||
+ | #Click Object in Object Items Group and check "Make Progressive". | ||
+ | #Under Object Items group, Expand the Surfaces tree and select each surface, and point them to the correct texture. | ||
+ | #Next Click on Motion (In Object Items Group) and if you have a .Skl(s) file already extracted you can click Edit > Append, and load it from there, if not click the ... on Motion reference, and select an animation set. Note: For animations to work the model must have THE EXACT SAME NUMBER OF BONES else you'll get an error. If your STALKER model is just a normal STALKER simply select Stalker_Animation and click OK. | ||
+ | #Now lastly, the collision/hit detection(?) Expand the Bones Tree (In Object Items Group.) Now if you already converted a ogf to .bones this should take a few seconds, if you haven't then you'll manually have to create the collision model for each bone. | ||
+ | #If you haven't click on a bone name, change the game material to "Creatures > Human" and change the type either a box, sphere or cylinder. And adjust the length, height, and position of it all..(Will take quite a while.) | ||
+ | #If you have a .bones file (You can extract them from ogf's using converter.exe, see the docs that come with it.) Click on Bones, and select load, browse to the .bones and click ok. | ||
+ | #Now it's finally time to test it out in the editor, click Engine under the Model Group. It'll compile the model so it may take a while. | ||
+ | #Once thats done the model may seem like it's broken, don't fear! simply expand the Motions tab, and Slot1 and select an animation. (You may also get a error box, ignore it...click continue and ok..) | ||
+ | #Once you're done fooling around with the model. Set it back to Editor Mode and Click File > Save, and then finally File > Export > OGF. And it'll compile the model (It may take a while!) | ||
+ | #And then you're done! | ||
- | [[image:ActorEditorFinalResult.jpg]] | + | [[image:ActorEditorFinalResult.jpg|left|thumb]]{{Clear}} |
- | [[Category:Articles | + | [[Category:Articles]] |
Current revision
Ok, since there's like no documentation on this tool I though I'd do a small tutorial on it. Hopefully, it will get some people interested in adding things like characters models and such.
First off download Xray Asset Tools (http://www.mediafire.com/?ynowommqiow). It will provide you with the required plugins for maya, and Milkshape, as well as a converter to convert models to .object, .bones, and .skl(s).
Then make sure you have the Xray SDK installed. (http://files.gsc-game.com/st/xray-sdk-setup-v0.4.exe) [Note: If you're running Vista or Win7, you will have to set the .exe files in /bin/ to compatibility mode with Windows XP SP2.]
Now few things you should know: make sure the textures on the model point to a .dds (Direct Draw Surface.) and that you place them in /X-Ray SDK/level_editor/gamedata/textures/act. They can really be in any folder, but it's for organizational purposes. Copy the animation meshes from SHOC (they should be in Meshes/Actors once you extract the .db's) to /X-Ray SDK/level_editor/gamedata/meshes/actors/. You'll need them in a bit.
- Before doing anything Select Preferences (within Actor Editor) and expand the Object Tree, and select Skeleton, now check all the dots.
- Ok once you got your model exported as .object (via one of the converters) Go to File > Load and select the .object you just exported!
- Now you may get some missing texture errors, don't worry.
- Click Object in Object Items Group and check "Make Progressive".
- Under Object Items group, Expand the Surfaces tree and select each surface, and point them to the correct texture.
- Next Click on Motion (In Object Items Group) and if you have a .Skl(s) file already extracted you can click Edit > Append, and load it from there, if not click the ... on Motion reference, and select an animation set. Note: For animations to work the model must have THE EXACT SAME NUMBER OF BONES else you'll get an error. If your STALKER model is just a normal STALKER simply select Stalker_Animation and click OK.
- Now lastly, the collision/hit detection(?) Expand the Bones Tree (In Object Items Group.) Now if you already converted a ogf to .bones this should take a few seconds, if you haven't then you'll manually have to create the collision model for each bone.
- If you haven't click on a bone name, change the game material to "Creatures > Human" and change the type either a box, sphere or cylinder. And adjust the length, height, and position of it all..(Will take quite a while.)
- If you have a .bones file (You can extract them from ogf's using converter.exe, see the docs that come with it.) Click on Bones, and select load, browse to the .bones and click ok.
- Now it's finally time to test it out in the editor, click Engine under the Model Group. It'll compile the model so it may take a while.
- Once thats done the model may seem like it's broken, don't fear! simply expand the Motions tab, and Slot1 and select an animation. (You may also get a error box, ignore it...click continue and ok..)
- Once you're done fooling around with the model. Set it back to Editor Mode and Click File > Save, and then finally File > Export > OGF. And it'll compile the model (It may take a while!)
- And then you're done!