General > User modifications

Hi, few questions about modding Ufo:AI

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Kahvipannu84:
Hmmm, thanks for reply. I found that same post, but I'm not sure what it means. I'll look if I can find a workaround for this.

Mattn:
i'm sorry, i only know qc as quakec - but i have no idea what it should be terms of milkshape3d

bayo:
IMO milkshape3d expect to have a quakec file to know how to export the model (kind of model, version of the game...)

Kahvipannu84:
Hmmm, I can convert MS3d to MD2 now by using blank qc file, and I figured how to do it without it, but when I try to implement them in-game by replacing original one (head in this case), I get crash to desktop during the first loading screen without error message.

Not sure what I'm missing here;
1.) I opened the animations file in MS
2.) Exported original MD2 head
3.) Merged with my own head model
4.) Edited the model
5.) Merged all in to one group, and assigned material for textures
6.) Rigged the group to head-bone (MS requires it)
7.) Exported as MD2
8.) Copied the file to pk3 file and overwrited original one one
9.) CTD when loading the game..

It's propably something obvious, but something I have missed since working with MD2 files or engine like this is totally new for me.

H-Hour:
All of our MD2 files also require a .anm file which defines the animations. Not sure if missing this would cause a crash though.

Can you provide your ufoconsole.log? It is regenerated each time you load the game so send it after getting the crash.

Feel free to share the files here as well. I'll take a look and see if I can open it in 3DSM and export it, etc. Then we can know if the file is corrupted or just not being read properly by our game.

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