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  #11  
Old January 1st, 2007, 12:38 AM
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Atrocities Atrocities is offline
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Default Re: Converting MOD Models to X format (I FOUND ONE

I found a program that will not only open MOD files but it will save them as X formated files. The program is called PolyTrans & NuGraf . THe problem is the DEMO does allow you to export and the X viewer opens the file, but it does not save every 5th ploygon. That means things arem missing. I uploaded the file I convered using this program. If you have the X viewer you can see what I mean.

The program costs $400.00. I cannot aford it at the moment, but I will begin to save up. With this program we just might be able to get our Star Trek, and many more models.

USing The X viewer Open the file that says TEST.
Attached Files
File Type: zip 483538-Akyazi.zip (557.9 KB, 289 views)
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  #12  
Old January 1st, 2007, 01:21 AM
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Default Re: Converting MOD Models to X format (I FOUND ONE

I might be wrong about the above post guys. I am checking now but I think there might have already been an X file in that folder for that model and I opened that thinking it was MOD file.
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  #13  
Old January 1st, 2007, 01:51 AM
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Default Re: Converting MOD Models to X format (I FOUND ONE

Ok, here is what I discovered. Yes the file I opened was already in X format. However the X format that it was in could not be opened by the X-viewer. When I opened the X file with the above mentioned program I was then able to resave it as an X file that the X viewer was able to open.

So if the orignal file has an X model in it, I can open it and save it in a manor that SE V can read. If it doesn't have said file, then we still need a way to convert MOD files to another format such as 3ds, LWO (One that works), or X.

Man this is become very discouraging.
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  #14  
Old January 1st, 2007, 02:14 AM
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Default Re: Converting MOD Models to X format (I FOUND ONE

Ok guys, I think I found a way to do this.

I installed milkshake and added the MOD/SOD import export addons. I then used Milkshake to open the MOD file that I wanted and saved it as an LWO. (I wanted to save it directly as an X format but was unsure what format that was as it only listed DirectX ASCII formats.

I then used the Nugraf program to open the LWO file and was able to save it, minus every other five thingy, and then open it using the X viewer for SE V.

Now if I can figure out how to get Milkshake to save the file as an X format, then I think we might be in business.
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  #15  
Old January 1st, 2007, 08:28 AM
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Default Re: Converting MOD Models to X format (I FOUND ONE

I have a question,.. what program is saving the .mod 3D files? I always thought a .mod was a music file format.

If the program is DoGA then do a search for "DoGA file conversion" or some such. or more globally "3D file conversion"

Cheers!
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  #16  
Old January 1st, 2007, 09:09 AM

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Default Re: Converting MOD Models to X format (I FOUND ONE

David, the .mod/.sod format was(is?) a custom one used by many of the Star Trek games.
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  #17  
Old January 1st, 2007, 10:37 AM

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Default Re: Converting MOD Models to X format (I FOUND ONE

I use Ultimate Unwrap3D to convert models and it can convert your .MOD format to X format without going through alot of steps. I have converted alot of models already.
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  #18  
Old January 1st, 2007, 06:53 PM
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Default Re: Converting MOD Models to X format (I FOUND ONE

Quote:
Atrocities said:
Ok, here is what I discovered. Yes the file I opened was already in X format. However the X format that it was in could not be opened by the X-viewer. When I opened the X file with the above mentioned program I was then able to resave it as an X file that the X viewer was able to open.

So if the orignal file has an X model in it, I can open it and save it in a manor that SE V can read. If it doesn't have said file, then we still need a way to convert MOD files to another format such as 3ds, LWO (One that works), or X.

SFC and SFC 2 use .MOD with BMP textures for the models. SFC 3 use .MOD/BMP with a .X file as well. So any models you find for SFC 3 will have a .X file. Yet that file is not in a format that SEV understands.

If you have a .MOD file, that doesn't have a .X you can use the Recacher utility in this tools set...

http://www.nightsoftstudios.com/Down...modeltools.zip

Basically you run the recacher, open the .MOD with it, and then look in the folder where the .MOD is and you should see a .X file.

Also if you have 3dsMax 4.0 or 5.0, there is an importer/exporter for .MOD, and I believe there is a .X exporter as well...

Also on the Direct X question...I beleve that the .X for SFC3 is in binary, and the ones for SEV are ASCII. Another problem with this is that SEV uses DX7, I'm sure most of the .X files might be in 8.1 or even 9...

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  #19  
Old January 1st, 2007, 08:12 PM
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Default Re: Converting MOD Models to X format (I FOUND ONE

Thank you Kana, unfortunetly that zip file is currupt and will not extract correctly.

The info you have on X formats is a big help.
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  #20  
Old January 1st, 2007, 08:14 PM
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Default Re: Converting MOD Models to X format (I FOUND ONE

Quote:
jsm64 said:
I use Ultimate Unwrap3D to convert models and it can convert your .MOD format to X format without going through alot of steps. I have converted alot of models already.
Do you have a plug in for that? I have this program and it does not recognize MOD or SOD files.
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