@ Brusher -
I have noticed that there are several versions of the newer available to the dilligent searcher, and some don't work as well as others. The only one that should be used (IMO) is the RainBull one that can be found thru http:\\g33dev.com (if you're lucky enough to get access). Once you have it you will have to follow through with some of the readme instructions in order to get it to work right. They read something like this (in part):
OGFViewer ýòî çàãðóç÷èê OGF ìîäåëåé èç S.T.A.L.K.E.R Shadow of Chernobyl.
Âåðñèÿ 1.0.4 (28.11.2006) Äîáàâëåíî:
* Ñîõðàíåíèå âñåõ îáúåêòîâ â OBJ Wavefront (ðàíüøå ñîõðàíÿë òîëüêî ïåðâûé) * Ïîâîðîò hud ìîäåëåé (íàïðèìåð èç ëåâøè ñäåëàòü ïðàâøó)
Âåðñèÿ 1.0.3 (23.11.2006) Äîáàâëåíî:
* ïîääåðæêà ATI âèäåîêàðò * ýêñïîðò ìîäåëåé èç OGF ôîðìàòà â Wavefront OBJ ôîðìàò * äðóãèå ìåëêèå äîðàáîòêè
Âåðñèÿ 1.0.2 (16.11.2006) Äîáàâëåíèÿ:
* âðàùåíèå ìûøêîé (ëåâàÿ êíîïêà ìûøè) * óâåëè÷åíèå/óìåíüøåíèå ìûøêîé (ïðàâàÿ êíîïêà ìûøè) * èñïðàâëåíû îøèáêè ñ çàãðóçêîé ìîäóëè (óòå÷êè ïàìÿòè)
Âåðñèÿ 1.0.1 (16.11.2006) Ïåðâûé ðåëèç
Very simple instructions for operability are also included, but unfortunately they are written in the same gobbeldy-gook as the sample above...
To put some of it in plain English though, you have to make sure to edit the OGFviewer.cfg file using a plain text editor in order to direct the viewer to the correct location of your actual texture files. For this to work properly you must do two important things:
1) Decompile the entire /gamedata/ databases using one of the DB extractors available. Make sure that you are using one that conforms to the version of STALKER that you are currently operating (RUS, INT'L, US).
2) Edit the OGFviewer.cfg to read correctly the location of the textures folder. An example would look something like this:
Make sure you insert that final "slash" mark after the folder name so the viewer will know to search through the underlying file structure.
The OGF is more-or-less a proprietary format specific to the STALKER X_ray engine. There are several rumors as to what the letters might stand for, including (but not limited to):
"OpenGLformat" "ObjectGameFile" "ObscureGibberishFile" "ObfuscatedGodawfulFilestructure"
Its not German, tho. If it were it would more than likely be much better structured and logical.
I nearly forgot to add the updated version of the .416, which at the present time is undergoing the meticulous process of being properly textured.
...In a previous version the polycount was some 7,000+, but due to some last-minute hocus-pocus I was able to refine it to a comfortable 5611, including the compensator, a full magazine, and a functional bolt carrier.
Teach me? Please?
RustIronCrow- Yeah, its been a while since I've even THOUGHT about the file format. What I said was just to my knowledge, which is obviously outdated, so thanks for the update =]
*pokes head in and waves*
Still here, Still keeping track.
Gol' dangit, Waldo!
Ya come all the way down here and you still hain't brought me mah turkey-pot-pie!! I see how it is...
Oh yeah... Got it down to 4831 polys.
Thanks for the help rust. I'm still working with it but not having much luck. I must have downloaded the wrong one. Can't get in the site to check out a different one.
ogf, I'm leaning towards "ObscureGibberishFile". :lol:
Please to not be forgetting the bipod. Many thanks.
hope i'm not insinuating anything towards anyone but wouldn't ogf stand for "original game file"? i wouldn't put it past a "budget" new up and coming developer to use something so basic, maybe it's a cover-up for an easy to use mainstream file that no ones thought of trying yet? feel free to ignore me if this sounds stupid ;)
I wish I could model that well =/ Sab, you need to get me all caught up on whats going on.
Definately dude. Just uh, catch me on msn sometime and we'll get right into it. Just be like "SAB, MOD TALK NOW!"