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Messages - Andermaiden

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Artwork / Re: A question about MDX files
« on: September 16, 2017, 12:50:49 am »
I used the system symbol (ms-dos command prompt) typing "C:\Program Files (x86)\UFOAI-2.5\ufomodel.exe -h --help" just in to see if I got any response (that after trying the mdx convertion command) but it didn't return anything either. The DOS command prompt does not leave any log detailing why it didn't work.

Artwork / Re: A question about MDX files
« on: September 09, 2017, 05:17:07 am »
I've tried to use the ufomodel.exe with the following manual but I could not make it work (can't even call the help menu). Can someone confirm me that these comands arte the correct ones to use? also, should ufomodel be on the game root or in C:\?

Artwork / Re: A question about MDX files
« on: July 26, 2017, 01:34:39 am »
Damn, I was wrong. Actually we zip all win32 binaries in our snapshot releases:


Thanks! That should do it

Artwork / Re: A question about MDX files
« on: July 25, 2017, 01:00:49 am »
Andermaiden: I checked, ufomodel.exe is not shared by our buildbot, unfortunately. I'd need Windows or make a cross-compiler work on my computer to make one. Not that it is impossible but someone else might provide it faster than me. Btw. did you try the pre-packaged Code::Blocks we share? It wasn't updated for a while, so I cannot guarantee that it works, but may worth a try.

in the instructions for codeblocks there's a step that says:
"copy the dynamic libraries (*.dll) from contrib\dlls\ to the UFO:AI root dir, or into a directory in your path (e.g. c:\windows\system32). Or add the contrib\dlls directory to your path."
I suppose I have to include it to Compiler search dirs but I cannot find a directory called "dlls" in "MinGW\contrib\".

I tried to compile ufomodel as it goes just in case the latter isn't necessary but it gave 36 errors so I guess I'll need to follow all the steps (to having it properly configured) before ruling it out.

Artwork / Re: A question about MDX files
« on: July 22, 2017, 11:36:11 pm »
Our mdx files are generated by the ufomodel tool. It pre-calcuates normals and tangents to speed up model loading a bit. You can safely remove and recreate the mdx with the ufomodel tool. The game works without mdx-es fine.

Thanks a lot for the tip! Now by any chance do you know of any charitable soul who has an already compiled ufomodel.exe? 'cause I'm not being able to compile it with codeblocks (I've been having trouble trying to install a compiler in a proper way)

Artwork / A question about MDX files
« on: July 16, 2017, 11:13:33 pm »
Hi, does anybody know what the mdx file format stands for? What information carries and how to export them? I couldn't find any information here about the mdx but it seems like it's an important file format for the models as every model has one. From what I searched, it is a 3d mesh file format used in some blizzard games, but the md2 already stores the information for the mesh so I'm clueless as to how does it relate with the md2.

Artwork / Re: Need help with importing/exporting md2!
« on: July 11, 2017, 01:19:39 am »
The red/black problem is usually caused by incompatible texture naming/placement. See Wiki:Modelling/Skins.

I hope it helps.
That solved the problem! Thanks :)

Artwork / Re: Need help with importing/exporting md2!
« on: July 10, 2017, 08:42:10 pm »
maybe it changed in some newer versions of blender but you used to put that script where scripts are and than i think load the script. or something like that.
Yes, Ive found that most of the scripts that are out there (that export/imports md2) don't work in newer installs so one has to find out which specific version of the program was the script built for. But then again, I downloaded the specific version of blender (2.43) that came with those scripts officially and they were able to load and I could import and export md2 files but the problem was that, like with 3DSMax, the resulting md2 doesn't show correctly the texture. There must be some something I'm missing...

Artwork / Re: Need help with importing/exporting md2!
« on: July 10, 2017, 04:41:18 am »
Well, Ive found that blender 2.43 comes with import/export md2 scripts ingrained, and they work... kind of... they import and export md2 files, but the result, in the game keeps looking broken (see image). Now obviously a lot of you guys managed to export md2's succesfully so there must be some version of some program with which to export md2 files in a way that this game takes it.

Artwork / Re: Need help with importing/exporting md2!
« on: July 09, 2017, 08:01:51 pm »
for blender if i remember correctly you simply copy that script in folder where your scripts are.
I saw a tutorial where besides copying the script to the scripts folder you had to actually install it hitting the "install from file" button in "User preferences/Add-ons" (and select said file) and in the video the new addon appeared in the list from where you could activate or deactivate it thus being able to access it. I did that but the problem is that no new addon appeared so I don't know if it's working or not but if it is, I don't know how to access it. Do you use Blender? Can you confirm by which name does the addon appear in the addons tab or if it does? If not, is there anyone using either blender or 3DSMax or any other program that has a working md2 exporting functionality?
Thanks for any hint you can give :)

Artwork / Need help with importing/exporting md2!
« on: July 09, 2017, 01:05:13 am »
Hello everyone!
So far I've been unable to export properly any md2 model. I've used 3DSMax and while the scripts for max in the repository didn't work (it throwed "-- Syntax error: at <, expected <factor> -- In line: <!") I downloaded other md2 importer/exporter scripts that worked, kind of... at least for importing it but when I exported the model it weighted 5 times more and the file didn't work (the textures show all messed up). I've also tried to use the scripts in the repository for blender, but was unable to install them, it doesn't seem to load them for some reason.
Does any body know of any working script for importing and exporting md2 files either for blender or for 3DSMax?

Artwork / Re: dragon
« on: July 08, 2017, 11:39:11 pm »
Wow! this model is a big improvement actually, even if you have to change the engines to make it external as in the old model for story purposes only. The old model looks too alien when like MonkeyHead said, the alien engines are attached on to a human frame, and this looks like a cool modern human frame hull (even working with alien polymers). I would love to see it changed to this model, or at least available to change it in a mod!

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