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Quick help need now

Posted: Thu Jul 19, 2007 8:13 pm
by ardentcrest
I need a quick free and dirty way to convert RF ACT files to X with texture and bumpmaps

can any one help

or can you do it for me I need RF Robot and RF Virgil.

Thanks

Posted: Thu Jul 19, 2007 8:24 pm
by zany_001
if u have MS3D then. if it can export to 3DS,do so,and put it in Blender,and export to .x

Posted: Thu Jul 19, 2007 8:29 pm
by Juutis
zany_001 wrote:if u have MS3D then. if it can export to 3DS,do so,and put it in Blender,and export to .x
MilkShape can export directly to .x. :wink:

Posted: Thu Jul 19, 2007 8:40 pm
by zany_001
:oops: my bad, but i dont have it. :lol:

Posted: Thu Jul 19, 2007 8:41 pm
by ardentcrest
I need to inport a act file first

Posted: Thu Jul 19, 2007 8:54 pm
by bernie
Decompile the .act file with actor decompile. Openthe .bdy file with lithunwrap and save as .ms3d. Milkshape can't import .bdy files even though it says it does. The importer doesn't work and never has as far as know.

Posted: Thu Jul 19, 2007 9:00 pm
by bernie
BTW some of the animations in Virgil are a bit suspect. In particular the run mot file crashes in milkshape for some reason.
I rebuilt the universal woman onto the virgil skeleton and gave it all the virgil animations. Works fine for me (except the run anim wich I can't alter due to the crash). I still works but it looks odd. I will have to build my own run anim for her.

Posted: Thu Jul 19, 2007 9:03 pm
by ardentcrest
Tryed that but cant get a .bdy file just a mesh

Posted: Thu Jul 19, 2007 9:12 pm
by bernie
Sorry Derek. I forgot my own algorithm. You use actor decompile for the Motions and Materials. Open the .act file in lithunwrap. and then save as .ms3d forhget about the .bdy. The thing is when you save from lithunwrap it roates the skeleton and mesh thro 90deg so to get it straight you need to save as .bdy from milkshape and then load the .bdy into lithunwrap and save as ms3d three times to straighten it up again for use back in RF. If you are going to .x you might not need to do the last bit.