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Conversion question for mdlc

PJMack

Charter Member
Any experts in MDLC,

When converting manually one can go from fs9 to cfs2 with a forced use of cfs2 animations. EG (mdlc/f 1.mdl...mdlc/t 1.md8....mdlc/c 1.mdt 1.md2 f) The F key forces cfs2 animations as I understand it. Well I am converting from fs9 to cfs2 using the following (mdlc/m 1.sca...mdlc/l 1.bgl...mdlc/c 1.mdk) This is recompiling from scasm to a cfs2 file. Is there an F key that can be used in this sequence?

Thanks for the help:engel016:
 
The purpose of the F switch is to automatically convert basic FS mdl animations to CFS2 formatting in MDLC without the use of scasm, like defective prop spin or one-sided flap animations. Sometimes the animation code is so complex that MDLC /F can't handle it properly and that's when scasm editing is required. But if you've successfully modified the mdl in scasm, there's no need for the F switch when recompiling back to CFS2 mdl. If so, just convert the MDK to CFS2.mdl and leave it at that.
 
There's no harm in thinkin' outside the box as long as one's perception of the box is accurate ;). Run the MDLC /F switch in the conversion, scasm the new CFS2 mdl and edit, then recompile back to CFS2 mdl. If the wheel animations are FUBAR in the final CFS2 mdl, then you know there's an error in your previous scasm edits - the "cascade effect".
 
Hi PJ,

I suppose more a military expression...

F**ked Up Beyond All Recognition

but a good one when it's all gone wrong..:d

Cheers

Shessi
 
You star!! :applause:

The wheel rotation thing is one of those,"How the heck did that happen?!". Why one wheel has a problem and not the other?!! :d

Cheers Shessi
 
Mark,

I fixed the wheel rotation. Exciting news and I'll tell you how I did it in an email. I sent you the dp I did plus the new prop textures which I think are perfect.:jump::applause:
 
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