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View Full Version : Getting Custom Content from XSI to DoD....


foleypro
03-24-2008, 02:39 PM
I have tons of content created in Low Poly and High Poly...

Most objects are saved in .X and or OBJ..
Textures are TGA,jpeg,bmp all at power of 2...


I have a working box in DoD,so now I want to test my stuff...BUT..

I cant complie the models into a readable file because I dont have the SDK from Valve..

So I also have quite a few 2D/Bilboard tree's bushes exctera and I want to convert over from XSI...

The color for Trans in Hammer/DoD is blue I think...

Anyways I have had my 3D tree's into XSI(But the Leaf textures didnt read the PNG file)And then I saved as mdl(Which I open up in Milkshape3D1.82 no problems)...

But when I use jeds(HLMV) compiler it says I dont have "studiomdl.eve" and "mdldec.exe"Which I think is the SDK(Which I cant get thru Steam anymore)

Anyways thought I would see if some help is available..

So Hello all...

Assassin
03-24-2008, 03:21 PM
http://www.cgarena.com/freestuff/tutorials/xsi/noesis_xsi/dynamite.html

Second video is abour integration

foleypro
03-27-2008, 02:36 AM
Ya...

But you have to have the Source SDK installed to be able to get your PROPS into the Game...

Friday I am buying DoD Source so I can get the SDK...

Noesis Interactive
03-31-2008, 01:53 PM
So, did you ever get the Source SDK and were you able to get your props into the game?

foleypro
04-06-2008, 10:04 AM
Got the SDK...

Got things working BUT no models in DoD yet...

I have things setup and am rewatching the videos(Hopefully with sound this time.I didnt have the Xvid codec)..

Question...?

Do the Models have to be ONE model instead of Grouped Models...?

In the Unreal Editor I had to make my Wizard all one model and I think that is what is Happenin here with my Tree's and bushes(Trunk and Leaves are seperate like the Bushes,Trunk is bmp texture and leaves were png but I changed the Background to Blue and saved as bmp)

I finally got an MDL when I use Milkshape1.82(Registered License)and I export out as SMD then I use Weasel to compile the MDL and then when I try and view the model in Hammer its not there,even when I place in the Models folder in DoD...

So I am downloading the 1.6 gig Video's from Fileplanet and I am going to watch the vids again and Hopefully with sound and see what I am doing wrong...


Textures can be compiled in are...?...bmp/TGA...?

hike1
04-06-2008, 11:26 AM
I bought half life 2 just to get the SDK, it took a week to DL all the spam from Valve on dialup, then when I tried to run it it crashed, something about direct x surface. I got the SDK through broadband, but when I click on 'sdk base' it tries to run the game, crash. But never mind, I asked neosis how to animate a model in place, never got any help, this is all I found out- Does Softimage have an 'in place' button like Character Studio to anchor the character to 1 spot? I followed Noesis' character animation tutorial, but my guy walks off the screen, no good for Ogre export. You can try him out at http://terrymorgan.net/anim_character_softimage.zip 5MB. Ogre also needs all the animations in 1 file sequentially, haven't been able to figure that out either. ---End Quote--- There isn't a button, but it's easy to do. If you are using default XSI biped, before exporting, just copy animation from UpperBody's Z position to GlobalSRT, then inverse GlobalSRT's Z position fcurve in animation editor. Your biped will walk 'in place'. For previewing when You animate, you can take the one Right view, then link it's camera global Z position to biped's UpperBody Z position. Click on view menu > camera icon > properties > Global Transform. RMB on Z position > Expression Editor, then type: MyModel.UpperBody.kine.global.posz Then apply your expression. 'MyModel' is name of your model, in case You didn't changed Biped's name, that's a just 'Biped'. In that way, you can preview 'in place' and real walk in the same time, by watching multiple viweports. There are lot of other ways to do the same thing, I just suggesting the one for start. For all animations in one sequence, You save your animations as actions, then fill the animation mixer with them. I'm using the Valve biped, I don't see any 'upperbody' on it.