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  #1  
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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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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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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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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Old June 21st, 2007, 11:07 PM
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Default Re: Found a MOD Models to X format Conversion Tool

I used Milkshape 3d with the MOD plug in to open the files. I then converted them to lightwave 6 models and exported them. I then used Ultimate Unwrap3d to open the lightwave files and convert them to x format. However unwrap unlimited now has a plug in for MOD files to the need to use milkshape is mute.

My trial period for Ultimate Unwrap3d expired and I never did buy the program. I would recommend buying that program and using it to do your conversions.
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Old June 22nd, 2007, 12:10 AM
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Default Re: Found a MOD Models to X format Conversion Tool

Use Wings3d to make models. It's easy; if you can play with playdough, you can use wings.
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