Hard Light Productions Forums
Hosted Projects - Non-FreeSpace => MechCommander OmniTech => Topic started by: d4f_mac on July 24, 2015, 08:52:18 am
-
Hello @ll, there
First, big THX for MCO, love this game.
OK, here my question.
I add a mech (timberwolf - modification called timberwolf3) (used "add tutorial", thx everything working fine)
I also change modified grafix 512X512 as TGA and add in folder TGL/512, with right name (in my case "timberwolf3.tga")
the fact is my new mech still use old timberwolf.TGA grafix. (cannot see my modification)
if someone can help will be fine, THX
-
I will be of little or no help - too new at this and still learning - If I am understanding you right you are using magics "How to add mechs to MCO" tutorial and/or portions of the re-write. Can I persuade you to give more details on just what you did? I am trying to learn the game mechanics end PLUS trying to learn how to use 3ds Max 7 AND Wings 3D at the same time.
It is a great game.
-
File name for mech texture is in mech_name.tgl (timberwolf3.tgl).
Rename your texture to timberwol3.tga - it must have the same number of characters as original texture name.
Open timberwolf3.tgl with some hex editor, find timberwolf.tga and replace f with 3 (timberwol3.tga).
You cant extend tgl file - you can only replace texture name characters with other characters.
Save and your timberwolf3 will have new texture.
-
What hex editor would you recommend?
-
Ignore that - I DL'd HxD and it seems to do a decent job
Here is a portion of the beginning of file:
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
00000000 AF EC FD BA 3D 00 00 00 02 00 00 00 44 3A 5C 4D ¯ìýº=.......D:\M
00000010 43 4F 5C 33 44 6D 6F 64 65 6C 73 5C 74 69 6D 62 CO\3Dmodels\timb
00000020 65 72 77 6F 6C 66 2E 74 67 61 00 00 00 00 00 00 erwolf.tga......
00000030 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
If this is the right part of the file - would you then change it to this?
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
00000000 AF EC FD BA 3D 00 00 00 02 00 00 00 44 3A 5C 4D ¯ìýº=.......D:\M
00000010 43 4F 5C 33 44 6D 6F 64 65 6C 73 5C 74 69 6D 62 CO\3Dmodels\timb
00000020 65 72 77 6F 6C 66 2E 74 67 61 00 00 00 00 00 00 erwol3.tga......
00000030 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
-
Oh yeah, the hex code need to be changed as well. 66 appears to be the character f and 33 is the character 3 which would make the new code read (IF I am right)
00000020 65 72 77 6F 6C 33 2E 74 67 61 00 00 00 00 00 00 erwol3.tga......
-
Correct!
-
I might go through timberwolf.tgl and compile a partial "dictionary" that would show all of the alphabet and prime numbers that I can figure out. Should I post a copy here when/if I do it?
-
Hi, there
THX 4 help, working fine. :yes: :yes:
-----------------------------------------------------
Another thing is, l would like to retexturing some of mechs, (only for me private timberwolf & madcat).
l understood from forum here, that only 3ds max 7 can import 3D models from game (mechs) with "ase" plugin, or l misunderstood this???
(I work with 3ds max 14, ZModeler 2, Blender) (oldest 3ds max what l have is 8.)
thx in advance.
greetz, d4f_mac
-
I have not found any way to import them in 3ds max 7. The closest I could come is an unsupported plugin that is no longer available - and does not work in 3ds max 7. I found this tidbit on another site: "The ase file can be opened in other software developed by Autodesk, like AutoCAD." A VERY expensive way to do it.
Blender has a import/export plugin for ase files. I have not tried it but I am going to look into it. If I am remembering right it has not been updated for the latest release.
-
thx, 4 infos.
look that's my idea to retex some of mechs, will be more complicated, that l expect, that's sad :(.
also search internet about, and found nothing really usable stuff, but somehow this guys from MCO get this done, so must be way ;), he he.
I made mods for GTA and co, and now just simple retex, dont work, sucks.
anyway, thank for your help, l will try blender, maybe works.
the thing is, this is no "ase" files in MCO folders, only "TGL", how l get this in "ase", need some kind of converter tool or anything else.
greetz, mac
-
magic said in another post (This is not a direct quote) MCO automatically converts ase into the required TGL and other files when it first runs after adding the ase files into MCO. It might not have been tgl he was referring to, but I think that it was.
PM magic and ask him if he has any information about re-texturing and texturing in general.
-
Have you downloaded the source code yet? All ase. files for the game are in there.
https://www.microsoft.com/en-us/download/details.aspx?id=11457
-
I got the source code back when it was first released. Now I do not have to go through 2 or 3 hundred DVD's to find mine. I did not know that it was still available.
-
I have no idea why it is happening but - on my laptop (Win XP) I get error messages about problems that prevent me from installing it on my hard drive. I had no problem doing it on my desktop (Win 7), so I did it there and copied it over to my laptop.
-
Which mech ase. files do you need? Maybe I can upload them.
-
I think I have all of them now. I will let you know if I need any of them.
-
:yes:
-
hi, there
thanks for your help, great
@ThorC - l will download the MC2 source from Mickeysoft, when l back home.
actually only two mechs l want to retex, the MADCAT and TIMBERWOLF, if you can give me this two ase, will be enough.
The madcat and timberwolf here by MCO are pretty cool, but l want to made my own textures. this two are my favs, and have to looks ultra cool, he he ;)
@Mikeva1 - yepp the MCO have "conase" in main folder, thanks for info
- the blender version what l have doesn't have ASE import filter. sucks.
- this cud be a problem, dont found on inet import/export filter for "ase" for my blender.
- maybe you can speak with magic for, probably he have solution, thanks in advance, bro.
when some of you have this two mechs (TW+MC), will be fine to get them, another is, mikeva1 when you have more of mechs, you can give me even more.
have a good one, guys, thanks for your help
-
INFO:
my blender is 2,74, l found some filters for older versions, have to try, maybe works?
-
it would be nice if they did
-
hi, there
ok, check all "ase" filters what l found on net, but not even one, work with my 2.74 blender, fugg :mad: :mad2: :banghead:
@mikeva1 - if you like can ask magic, maybe he have solution, hopefully
- it will be nice to get ase and tga files from Timberwolf and Madcat, that you have, for any case. THX :yes: :yes:
I will try to find some of older Blender versions, maybe than will imp/exp plugins work.
thx, for help, and have a good one.
-
You need some program that can open ase and convert ti 3ds file.
For example 3d exploration.
-
Hi
@magic - thx for info.
workflow: example timberwolf.ase
- made 512x512 TGA gfx
- copy timberwolf.ase and new timberwolf.TGA in separate folder
- convert "ase" file with 3D exploration or 3D object converter (have this in older version) in "obj" or "3ds" file
- open file in max, retex with new texture
- save/export new file as "3ds" or "obj"
- convert new file back to "ase" with 3d exploration or 3D object converter
- copy file in MCO/TGL folder (or need to use AseConv.exe??)
- job done
hopefully l understood this right, when some mistakes in my thinking's please correct me.
now only need timberwolf.ase and madcat ase files from anyone, or even obj or 3ds, will be also fine, thx
Question: possible to ad few poly´s more on models, when yes, are movement "tgl" still usable??
greetz, mac
-
The "Microsoft MechCommander 2 Shared Source Release " has all of the original .ASE file. The fiile name is mc2.exe but in Win XP it does not open as an exe. Instead I tried WinZip - that failed. I transferred it to my computer with Win 7 and was able to get it. Look under MechCommander2 Source\Source\Data\TGL for all of the original ASE files.
https://www.microsoft.com/en-us/download/details.aspx?id=11457
-
I would have sent the madcat ase file in the last post but ASE files cannot be posted - then I saw that 7z files can be sent. I packed them into a 7z file (get 7zip if you have trouble un-packing it)
[attachment deleted by nobody]
-
Here are some of the animation skeletons for the game in 3ds,along with the nodes and effect points. Open the ASE. file in note pad and you will find X,Y,Z postions for each node(helpers,movers). These files can be parented to 3d meshes then converted to ASE which the game will convert to TGL.
[attachment deleted by nobody]
-
Hi
@mikeva1 - thx for file, already got from MC2 source.
@ThorC - thx for info.
greetz
-
:yes:
-
l understood from forum here, that only 3ds max 7 can import 3D models from game (mechs) with "ase" plugin, or l misunderstood this???
3DMax 7 will import and export ASE files, no problem. 8 and higher only export. Mechcommander 2 was made using Max 6 (DOS) and 7 was the last with import functions. Make your model, in your favorite modeler. Use an original for scale value, since you can't really set the grid parameters correctly. Make sure Z is up (if I remember correctly.) Import the obj file in 7. Make your ASE file and export it. Take it into a current version of Max and parent constrain the helpers to the individual pieces. Export it as an ASE. Dump it in MC2 and mod all the CSV files.
I use Maya exclusively, so I never got really far with rigging the models for MC2. I still have an unfinished Catapult, based of the MWO version. (BTW, Magic, do you want it? It's already UV'ed, I just never got around to texturing it, nor rigging it - I couldn't figure out how to properly constrain the helper objects. Max is foreign to me, when it comes to constraints and completely gave up.)
If you need a copy of Max 7, let me know and I can post a copy on my google drive. It's a crack, however and will crash on Win 7 or higher, on close. Basically, you have to kill it, through the Task Manager when you're done. Otherwise, it works perfectly, including animations.
-M
-
(BTW, Magic, do you want it? It's already UV'ed, I just never got around to texturing it, nor rigging it - I couldn't figure out how to properly constrain the helper objects. Max is foreign to me, when it comes to constraints and completely gave up.)
-M
Yes, send me your model, please.
-
For anyone else trying to work with .ase files and who don't have 3DS Max 7:
http://www.greentoken.de/onlineconv/
It works. Most of the .3ds conversions fail but others work fine like .dwg and .obj.
-
To whoever is keen,
I have a "skeleton" that just requires importing into your 3ds max files, from there you can rig your models for MCO. If you get in touch with me I can help you through the rest of the process, exporting, creating the spotlight... etc