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Question about RFEDITPRO and Models Objects
Posted: Tue Sep 05, 2006 5:24 pm
by Al Bundy
As I created a model object (sample: chair, table, House)… Necessary to use the RFEDITPRO or I can create .act and use in the RFEDITPRO?
I am new in Reality Factory Forum.
Sorry my English, I am Brazilian...

Posted: Tue Sep 05, 2006 5:30 pm
by psYco
well welcome to the forums!
Ounce you have made your model in MilkShape 3D MAX or whatever you need to use the Actor Studio or Astudio (Its in your tools file) then use this to create your actors which you can then use in your levels in RFEDITpro!
Posted: Tue Sep 05, 2006 10:37 pm
by Al Bundy
psYco wrote:well welcome to the forums!
Ounce you have made your model in MilkShape 3D MAX or whatever you need to use the Actor Studio or Astudio (Its in your tools file) then use this to create your actors which you can then use in your levels in RFEDITpro!
Ok, I imagined than was perhaps only enemis...
Then scenes, houses, rocks, windows, building, staircases, etc... can be created using these metodos that you it described ???
P.S.: I plan use Anima8or 9c, he is compatible with Actor Studio or Astudio ???
Posted: Wed Sep 06, 2006 1:36 am
by steven8
Hello Al,
anim8or is a fantasic program!! Still, you will need Milkshape3D. You can export obj or 3ds (my preference is 3ds), then you will have to import it into MS3D. There, make sure of the textures and export as a Genesis3D BDY file. Export it to the Tools folder in your Reality Factory installation. This is where the astudio.exe is at. This is the program with which you will create actors. Place your texture(s) in this folder as well. Start astudio and selct new project, name it what you want, slect the BDY file format, set the path for textures to that folder, save the project, then click build. It will create an actor file in the same folder with the same name as your project. If the project is fred.prj, then the actor will be fred.act. Okay?
Now, for animations. each animation must be made separately in MS3D and exported separately as a genesis3D MOT file. In your astudio project, you will selct the Motions tab, click add, then name the anim(s), and then select the proper MOT file(s) (which you'll have also exported to the tools file). Motions like walk, run, attack01, attack01, etc. Save the project, the click build.
That's basically it.
Good luck and welcome to RF!!
Posted: Wed Sep 06, 2006 12:16 pm
by Al Bundy
steven8 wrote:Hello Al,
anim8or is a fantasic program!! Still, you will need Milkshape3D. You can export obj or 3ds (my preference is 3ds), then you will have to import it into MS3D. There, make sure of the textures and export as a Genesis3D BDY file. Export it to the Tools folder in your Reality Factory installation. This is where the astudio.exe is at. This is the program with which you will create actors. Place your texture(s) in this folder as well. Start astudio and selct new project, name it what you want, slect the BDY file format, set the path for textures to that folder, save the project, then click build. It will create an actor file in the same folder with the same name as your project. If the project is fred.prj, then the actor will be fred.act. Okay?
Now, for animations. each animation must be made separately in MS3D and exported separately as a genesis3D MOT file. In your astudio project, you will selct the Motions tab, click add, then name the anim(s), and then select the proper MOT file(s) (which you'll have also exported to the tools file). Motions like walk, run, attack01, attack01, etc. Save the project, the click build.
That's basically it.
Good luck and welcome to RF!!
Very, very thanks !!!
Posted: Wed Sep 06, 2006 5:57 pm
by scott
steven8, i know milkshape is an exelent programme and very easy to lern and use it is not the only way to get actors into RFeditPro, i cant actualy name other ways but the main prinsiple is getting your file to a .bdy file and animations to an .mot file in any way possible.
but milkshape is realy easy and cheap to buy.
Posted: Thu Sep 07, 2006 2:31 am
by steven8
You can use Truespace and then Truegene to change the cob file to an act file. Make sure to triangulate your mesh in Truespace before saving it. Truegene doesn't like non-triangulated meshes.
Posted: Thu Sep 07, 2006 2:31 am
by steven8
Oh yes, you're quite welcome, Al. Let us know how it works out.