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How to work on ogf. files?

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  18:34:42  11 January 2015
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snafu
(Novice)
 
On forum: 01/27/2014
Messages: 11
How to work on ogf. files?

Hello,

i hope somebody can help me out a bit. I'm fairly new to modding Stalker and searching the web hasn't been a lot of help.

I imported an ogf file into Milkshape and made a few changes. How can i save this as ogf. again? The only choice i have in Milkshape, is to export is as object. or skl. file.

Do i need a different plugin for Milkshape? Or a different program? I also downloaded X-Ray COP SDK. But i got no idea how that one works. Is there maybe a good tutorial out there?

Thanks!
  02:56:10  12 January 2015
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 433
You need to load the exported .object in ActorEditor (in the SDK folder). Make sure the model is checked as "make progressive", add reference to external animation files (omf) or append new individual animations (skl). And unless it is a HUD make sure the model has physics boxes (they are set in the bones property).

I suggest you read some tutorials on models and the sdk.

What I did was get original models, convert them to objects with the converter tool and then load them in the ActorEditor. There I export the bones of the model (physics), the references to animations and and criticals it might have. And when I open the new model I import all of these back in.
  14:19:13  13 January 2015
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snafu
(Novice)
 
On forum: 01/27/2014
Messages: 11

---QUOTATION---
You need to load the exported .object in ActorEditor (in the SDK folder). Make sure the model is checked as "make progressive", add reference to external animation files (omf) or append new individual animations (skl). And unless it is a HUD make sure the model has physics boxes (they are set in the bones property).

I suggest you read some tutorials on models and the sdk.

What I did was get original models, convert them to objects with the converter tool and then load them in the ActorEditor. There I export the bones of the model (physics), the references to animations and and criticals it might have. And when I open the new model I import all of these back in.
---END QUOTATION---



Thank you I'll give it a try.
 
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