Topic: GF files  (Read 1303 times)

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battlestar001

  • Guest
GF files
« on: June 13, 2003, 04:10:42 pm »
HOW DO U MAKE THE I CANT and i have tryed. HELP. i have milksrake 3d and cant find hard points on any models. I have problem with a constitution class where the tectrues arnt right. i have a screen pic so if ANY ONE CAN HELP ME  the PLASE HELP ME> I REALLY NEED IT

Marauth

  • Guest
Re: GF files
« Reply #1 on: June 13, 2003, 05:46:46 pm »
What the heck's a GF file? Also if you're just editing hardpoint positions on a finished mesh M6 can do that without going into other file version - it sticks to the SFC .MOD format, I can't really be of much help with Milkshape as I never really learned how to use it and I have zero experience with max or lightwave or other really expensive progs. Sorry dude.

zaniwhoop2

  • Guest
Re: GF files
« Reply #2 on: June 13, 2003, 06:26:34 pm »
I think GF files are created when you convert a .mod model to the .x format with Taldren's ReCacher tools. If you want to edit hardpoints and the model, open the model up in CV (version 0.7.5, not 0.8), goto the hardpoint editor and save the hardpoints to disk. Then, edit the model in Milkshape, save it back out, open the model up in CV, and re-import the hardpoints from the file you saved.    

atheorhaven

  • Guest
Re: GF files
« Reply #3 on: June 14, 2003, 03:35:56 pm »
These are simple.. what you do is this:

Open Notepad, and create a new file.  Save that file in the directory as whatever the ship name is.gf  Then run the recacher and model attribute editor after that.

ie: A Frazi fighter from Babylon 5 could be named Frazi.mod and if I created a glow file for it, it'd be Frazi.gf

Or a Nial could be MF Nial_1i.mod so the glowfile would be MF Nial_1i.gf

That should get you going.