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Author Topic: Sav1 models in Sav2  (Read 6482 times)
rohezal
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« on: February 11, 2011, 02:39:00 am »

Sounds strange but I would love to take 2 models (chaplain and nomad) into Savage 2 for a mod.
Is it possible?

Since you got the source code, is there an easy to way export the Sav1 models to the Sav2 format?
Here is the output when K2 tries to read the file.

Loading Model '/world/props/community/nomad/character.mdf'
Obsolete model file version: 1, current version is: 3
CK2Model::LoadModel(/world/props/community/nomad/character.model) - ReadBlocks failure
Model loading failed, replacing with null model
Finished loading model '/world/props/community/nomad/character.mdf'
Loading Material '/core/null/null.material'
Loading ^gTexture^* '/core/null/relief_rockwall_diffuse.tga'
Loading ^gTexture^* '/core/null/relief_rockwall_normalmap.tga'
Loading cached vertex shader: mesh_shadowed.vsh (vs_3_0)

Sounds strange but it is legal to do it, or? Since both games are from the same company? Some people took WarCraft 2 skins and putted them on Star Craft 1.
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rohezal
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« Reply #1 on: February 11, 2011, 10:44:47 am »

hmmm ok I think its easier  to just import to 3ds max and export it to Sav2^^
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Hakugei
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« Reply #2 on: February 11, 2011, 11:10:37 am »

hmmm ok I think its easier  to just import to 3ds max and export it to Sav2^^
Yes, that's the way to go.

I don't see a legal problem with it, but I'm not responsible for legal business anyway. :p
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Trikitiger
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« Reply #3 on: February 11, 2011, 01:11:29 pm »

hmmm ok I think its easier  to just import to 3ds max and export it to Sav2^^
Yes, that's the way to go.

I don't see a legal problem with it, but I'm not responsible for legal business anyway. :p

The only problem with carting older models to a new game is animations. Unless the model isn't going to be using ALL of the animations (such as being an NPC or something), then it won't matter if it's missing a kickback animation or leaping/dodging animations. But if you're planning on using it to replace the Sav2 Savage with the Sav1 one (For example), you may encounter animation problems...

MAY encounter them, if the bones are named the same, it will be possible that the animations from the new game will just override the old ones. But if the game is pulling the animations from the original model file (frame X - Y) It will be missing animations.
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rohezal
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« Reply #4 on: February 11, 2011, 02:03:19 pm »

I want to use them as NPCs / Pets Smiley
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rohezal
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« Reply #5 on: February 11, 2011, 03:25:55 pm »

I got the Error Code 127 called procedure was not found
I tried all the plugins (using 3ds max 8 32 bit version on windows 7 64 bit).

The Savage 2 Exporter works. Do I need 3ds max 9 or is it something different?



 
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Mohican
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« Reply #6 on: February 12, 2011, 05:12:08 am »

I got the Error Code 127 called procedure was not found
I tried all the plugins (using 3ds max 8 32 bit version on windows 7 64 bit).

The Savage 2 Exporter works. Do I need 3ds max 9 or is it something different?

3ds max 8 is not supported.
There are Sav1 plugins for several other versions of MAX in the download section of this site.
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rohezal
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« Reply #7 on: February 13, 2011, 10:49:46 am »

The problem is, I just 3ds max 8. I don't know if I may ask this, but can someone please export the human units (chaplain, barbarian, nomand) to 3ds? I need some building props too (some houses from lost hill).

I'm going to build a big mod for Savage 2 with a city in it. I would like to use the Sav1 for NPCs in the city (I'm ok at modelling buildings, but I'm not good at making characters).

There is allready a closed beta for the mod and 6 month of work in it. Here is a small video of some props that are used.
http://www.youtube.com/watch?v=akoItMFy3g8
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Mohican
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« Reply #8 on: February 13, 2011, 12:01:49 pm »

I like your dynamic bridge.
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Trigardon
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« Reply #9 on: February 13, 2011, 12:08:19 pm »

I jizzed when I saw that bridge.
Anybody feels like re-creating Lotr? Tongue
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rohezal
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« Reply #10 on: February 14, 2011, 06:15:50 pm »

Thank you Smiley.

I'm not the best modeller but I think I can script Smiley. Can maybe some export the models to 3ds for me and send me the files via PM? Would be realy nice and help the project.
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Trikitiger
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« Reply #11 on: February 15, 2011, 02:49:07 pm »

Thank you Smiley.

I'm not the best modeller but I think I can script Smiley. Can maybe some export the models to 3ds for me and send me the files via PM? Would be realy nice and help the project.

Actually anyone can export them into any program. As long as they're OBJ files you can open them with 3DS Max (OBJ files are the 3D equivalent of rtf (Rich-Text Format) files). But, with a community of "Do it yourself" I kind of doubt anyone's gonna do it for you ^^;; I mean, I will be working on Savage 1 models, but I won't be ripping them out and exporting them (Not only that, but I'm not even working on that project yet)
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rohezal
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« Reply #12 on: February 15, 2011, 04:59:11 pm »

I know the different formats. As far as I know obj has no bone structures and would lose the bone informations.

I'm a bit disappointed. I don't have the software to import the model. And I don't have the money to buy it. I want to make a Savage 2 Mod that makes Savage 1 more popular since the people see the nice models like the barbar.

It would be 10 minutes of work to export the models for me. Everyone would profit from it. I can't do it. You can it easily. Why don't you want to export them for me?
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Trigardon
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« Reply #13 on: February 15, 2011, 05:22:06 pm »

I might do it.. but which exactly? and I think you'd need to guide me...
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rohezal
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« Reply #14 on: February 15, 2011, 05:26:20 pm »

Thank you Smiley

I want the barbarian, the chaplain and the nomad. If you have the time please export the other human models too Smiley.

For the building: I need the clay buildings from one map (like lost hills). Two or three different house types would be fine. And maybe the clay jars. They looked realy find and had a broken animation Smiley


Edit: Made clear that I need just 3 different houses Smiley
« Last Edit: February 15, 2011, 06:10:55 pm by rohezal » Logged
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