Quick model compiling setup -1 reply

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The_Corto

Another XSI Guy

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11th July 2010

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#1 9 years ago

As I mentioned on another thread, I use a batch file to quickly compile and pack the models I develop to test them ingame. It won't take you long to set up and in the long run it's going to save you a lot of trouble and time. What you need: - Winrar.exe - Carcass.exe (I personally only use the version that compiles dotXSI 3.5 files but if you use the one that compiles the 3.0 version is the same as long as you export them in the proper version) What to have in mind: - Use the same folder structure that Raven uses inside their .pk3 files for models, shaders, bot files inside your /base directory. - Place all the tools executables in a convenient folder. In my case that is in /GameDate/tools. What I did: - Create a new text file in the /GameData/base folder called "update_yourmodel.bat". - Edit it and write there whatever actions you want to perform: @..\tools\carcass models/players/yourmodel/model.car @..\tools\winrar u ..\base\yourmodel.pk3 @yourmodel.lst - Create another text file in the /GameDate/base folder called "yourmodel.lst" - Edit it and write there a list of the folders and files you want to pack into a .pk3 file: models\players\yourmodel\*.cfg models\players\yourmodel\*.glm models\players\yourmodel\*.png models\players\yourmodel\*.jpg models\players\yourmodel\*.tga models\players\yourmodel\*.skin shaders\yourmodel.shader ext_data\npcs\yourmodel.npc botfiles\generic.jkb scripts\yourmodel.bot What this does: - Carcass tries to compile the latest root.xsi file you exported. If the .glm is up to date because you didn't update the .xsi, then it doesn't compile anything. If the .xsi file is fresh out of the exporter, then it will compile it overwriting the old .glm file. - Then Winrar reads the files and folders you wrote down inside your .lst file and packs them into a .pk3 file. That's it, you can try the model ingame anytime you want. The naming convention should vary from model to model so don't just mindlessly copy and paste my example or it's not going to work. If you place the files you need on another folder, please modify it in the .bat file with the correct directory structure too. I'm not going to cover the rest of the requirements since this small tutorial has in mind that you already know how to compile player models.




minilogoguy18

kitty dances for rep!

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4th September 2004

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#2 9 years ago

Do you think it's possible to set it up so that it maybe uses pakscape rather than winrar? Since a lot of people (myself included) prefer pakscape because of it's simplicity and being made specifically to handle .pk3 and other Q3 and zip file types.

Sorry I keep missing you on msn though, stupid tablet jitters keeping my auto away from working sometimes when I'm at work.




The_Corto

Another XSI Guy

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11th July 2010

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#3 9 years ago

I don't know if pakscape has command line options. Winrar works great and you don't have to interact with the process at all.




Guest

I didn't make it!

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#4 9 years ago

does this method works without the errors you get when using Assimilate?




The_Corto

Another XSI Guy

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#5 9 years ago

I don't get errors unless something is wrong. I don't know what kind of errors you get with assimilate.




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#6 9 years ago

oh nevermind, I found my problem, kept exporting xsi through 3ds max instead of softimage




katanamaru

Fencer, Lifter, & Dancer

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3rd February 2006

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#7 9 years ago

So what does this mean to people who don't know about modelling but are interested and don't know the terms yet? It sounds helpful, but what does it do exactly? What process is it making faster/easier?




The_Corto

Another XSI Guy

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11th July 2010

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#8 9 years ago

Recompiling a model each time you need to test it.