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Using Models

Posted: Sun May 20, 2007 8:27 am
by Jaguar_jwg
I used this tutorial to the T, but I did not see the model in the game.
I used milkshape 3d to export as instructed. Does anyone have any suggestions I could Use. Thanks


Transforming your model into a .act file

Along with Reality factory is a tool called astudio. This manipulates model files and this is what will make your model a .act

Step 1: Pull down the File Menu, Select "Export" then select "Genesis 3D BDY..."

Give your project a name and push the "Save" button.

Step 2: Now we need to use Astudio

Astudio is a bit tricky to find. There is no desktop icon for it and there is no menu item when you browse to Reality Factory. You have to find the start icon for Astudion in your program files.

Use Windows explorer to explore your hard drive. Astudio is in the tools folder of reality factory and the icon should look like this:

If you used the default installation for Reality Factory the browse path should be: C:\RealityFactory\tools

Double click that astudio icon and the astudio program comes up.




a. Pull down File and select New
b. type the name you want to give your model into the project name box and click ok
c. click on the body tab and select genesis3d body(.bdy).
d. click the Browse tab and goto THE TOOLS folder where you exported your genesis .bdy file and select it.
e. you should now see your .bdy file come up in the file name window of astudio
f. Click on the paths tab and where it says materials directory type in c:\Reality Factory\tools and press the build button.
g.The model has been imported into Reality Factory


Getting the Model into your level



7. There are a couple of ways To get a .act file into your level.


1. copy the .act file from the tools folder and paste it into to the actors folder in r.f
place a staticentityproxy into your level and where is says szActorFile type in the name of the .act file from the tools folder
compile your level and your model should be there!

To see the entity attributes click on brush select then click on the staticentityproxy you created. The Attributes box comes up on the right of the workspace.

This szActor file type is a property in the Entity Attributes box. You select the entity you created and inspect the attributes. The szActorFile line item is down low so you may have to use the scroll bar to find it. This line is where you enter the name of your model.



2.You can also copy the .act file from the tools folder and paste it into to the actors folder in r.f and
place a pawn into your level.

Posted: Sun May 20, 2007 3:37 pm
by Jay
welcome to the forums!

Now for the tutorial, how far did you get with it?

I mean, did you get to the place where you have the actor file?
Did you copy the file from the tools folder into the media\actors folder?
What does the RealityFactory.log in the rf mainfolder say? Please post its contents so we can find out what is the problem.


btw, the last sentence of this tutorial is a bit misleading, because adding pawns is a bit different from adding StaticEntityProxys. For now (and if you only want the actor to appear in the level) you could start with adding it as a StaticEntityProxy.

Posted: Wed May 23, 2007 8:38 am
by Jaguar_jwg
javascript:emoticon(':)') Thanks for replying. I'm sorry I was not so clear.
I got my model converted to an .ACT file, and I believe I will be able to load it in RF, since it loaded in ActView. I have to remake a model with low polygon counts, since I tried loading a model from poser. RF stopped responding. That's OK though. Making low poly models is no problem. (I don't know if this is of any use to anyone, but I find that using Max - G or 3D - has much more freedom than Milkshape. So I use 3dMax to create my models, bone them, apply a physique modifier, and apply animations. I then export it as an x file, using the panda exporter plugin. Then I use fragMotion (shareware) to import it, and then export it as a milkshape file. Then all I have to do is open it in milkshape, and the export it to an act file. If I could use Gmax, I would, bul 3dMax and Gmax are not compatible. I tried using LithUnwrap to convert a 3ds but it just came out as a ball of disrupted polygons. Maybe it was because I used a model with a high polygon count. I'll try it with a low polygon one next time.)
I'm amazed this program is so easy to learn and use. I had this program for years and never used it, because it looked so confusing, but it's quite simple to use, especially with the help of the m3drf document. I've been using it, and so far I have a working elevator, a sliding door that is triggered by the player, a mirror (which doesn't show my players image in FPS),an actor file that uses the Static Entity, one for the Attribute Entity, and one for the Pawn Entity. Right now I am learning to write scripts. I got stuck however, at this part of the tutorial:

FindTargetOrder(200,"Alert","health");

The new Order named Alert, plays a pawn animation
using the AnimateStop() command. The three parameters
used by the command specify that the pawn is to play an
animation named alert and hold it at the last frame. When the
animation is complete, the script handler is to wait 0 seconds
before going on to the next command when. The empty
quotations, defines no sound file to be played during the
action.

When my player comes within 200 texels of the robot, I get this message from the console:

scripts\my_robot.s:0-Field Alert*not found*

I can't figure out the problem. Can you help?

There is also another area I got stuck on. That is animating a swinging door. I tried numerous time, going over the tutorial to see if I made a mistake, but I just couldn't get it work. I read another tutorial which noted that using a swinging door as a model wouldn't work. Is that true? If not could anyone show me how it's done?

Posted: Wed May 23, 2007 5:22 pm
by hike1
So I use 3dMax to create my models
3ds max has its own actor exporter (depending on the version)

see
http://terrymorgan.net/download.htm for exporter links, tutorials,

RF FAQ

http://terrymorgan.net/rffaq.zip

Posted: Fri May 25, 2007 9:03 am
by Jaguar_jwg
I noticed that.
LithUnwrap does work. I cut down on the poly count, and it worked. It can also export x files, after optimizin them. Thats great.
I haven't heard any reply to my question as yet. Can anyone help? Thanks

Posted: Fri May 25, 2007 4:50 pm
by darksmaster923
that means you do not have an order name Alert.
like
Alert [ ()
{
} ]

Posted: Fri May 25, 2007 5:52 pm
by Jaguar_jwg
This is what I have:

{

Spawn[()

{

Console(true);
SetFOV(360);
HostilePlayer(true);
HostileSame(false);
HostileDifferent(false);
SetGroup("Enemy");

AttributeOrder("health",20,"Die");
FindTargetOrder(200,"Alert","health");

}]

Alert[()

{

AnimateStop(“walk”,0,””);

}]

Die[()

{

Remove(true);

}]

Posted: Mon May 28, 2007 6:23 am
by Jaguar_jwg
OK. I'll move on.