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Why is extracting metas during PMI necessary?
Posted: Mon Apr 09, 2007 12:21 pm
by 0m3g4Muff1n987
If you were PMI'ing some AI into a different map, you know how you always save the biped, actor and actor variant metas and place them in the build folder or whatever, then you create a CSV offset list, and use the extractor to extract the whole character? Why would you need to extract the biped and actors and stuff if using the CSV list will extract all those tags for you? I think using just the extractor and CSV list would work, without saving the metas. Correct me if I'm wrong, please. But I might try this sometime.
Re: Why is extracting metas during PMI necessary?
Posted: Mon Apr 09, 2007 12:39 pm
by FanTasY
0m3g4Muff1n987 wrote:If you were PMI'ing some AI into a different map, you know how you always save the biped, actor and actor variant metas and place them in the build folder or whatever, then you create a CSV offset list, and use the extractor to extract the whole character? Why would you need to extract the biped and actors and stuff if using the CSV list will extract all those tags for you? I think using just the extractor and CSV list would work, without saving the metas. Correct me if I'm wrong, please. But I might try this sometime.
I'm not sure, you could try it out, but I thought if you recursively extract the meta, the mod2(model) is included, and then you must extract from the CSV file to get the vertices's and indices's of the model so that you may then decrap the model after(you need the mod2 file to decrap a model+vertices's and indices's, correct me if I'm wrong ). So in conclusion I'm going to say that, you must recursively save everything+extract from the CSV. I could be wrong though because I haven't made AI for awhile.
Posted: Mon Apr 09, 2007 12:43 pm
by 0m3g4Muff1n987
Oh, so all you would need to do is, say, extract the actor variant and it'll extract the model too? Ok.
And BTW this could apply to any PMI'd object, including AI, vehicles, weapons, whatever.
Posted: Mon Apr 09, 2007 12:52 pm
by FanTasY
0m3g4Muff1n987 wrote:Oh, so all you would need to do is, say, extract the actor variant and it'll extract the model too? Ok.
And BTW this could apply to any PMI'd object, including AI, vehicles, weapons, whatever.
I'm not sure if it would extract the model with the actor variant, but i think you would still need to extract everything, actv,actr,biped, because they would be all be needed to make a working AI, although I'm now wondering couldn't you just recursively extract the biped because wouldn't all the files like actr,actv be attached.
I think you should drop the idea, and just PMI ai, and everything else the old skool way, because there could be problems with other ways, but it's up to your decision.
Posted: Mon Apr 09, 2007 1:10 pm
by 0m3g4Muff1n987
Yeah, I just tried it and there isn't even a folder when extracting using the CSV list. I don't think it would work, so nevermind.
Posted: Mon Apr 09, 2007 1:27 pm
by Andrew_b
yeah the csv list does not have any information about the bipd, actr, or actv except for the raw model...now you need the raw model to correct the model or else it will be all over the place when you rebuild the map...you need to extract the bipd, actr, actv tags and csv extract the raw models to have a "pmi" PERFECT model injection. if you want to skip the csv step you would have a "mi" model injection
Posted: Mon Apr 09, 2007 2:12 pm
by FanTasY
How could you have a model injection, it's not possible anyway, without the vertices's and indices's from the CSV, the decrapper does not allow you to add the models if there are no vertices's and indices's they can not be added, so if you want a model in and forget to add the vertices's and indices's you can easily take a step back before the decrapper and fix this, if you find a way to do a model injection your probably just plain lazy, no offense to anyone.