Author Topic: a little help, please(model trouble)  (Read 3082 times)

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Offline TrashMan

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a little help, please(model trouble)
The problem is that when I want to convert cob. to pof. it says that I have to group the objects first??
I'm using PCS.
I've made a fighter (no subobjects), and made it using object union.
Every model I try - the same problem!!!
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Offline karajorma

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Re: a little help, please(model trouble)
Quote
Originally posted by TrashMan
The problem is that when I want to convert cob. to pof. it says that I have to group the objects first??
I'm using PCS.
I've made a fighter (no subobjects), and made it using object union.
Every model I try - the same problem!!!


I had the same problem with PCS. You could use cob2fs2 for single models with no LODS.

Once you`ve got a hierarchy PCS starts working properly when it comes to converting.

I`m glad you finally found PCS :)
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Offline TrashMan

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One thing.
I made a fighter LOD and glued small planes (named Sensor, Weapons, Engines,..) beneath it's maun hull.
The PCS converted it this time.
Is this the way subsystems are done.

And a pof file containes multiple LODS. How to inegrate them. In Treview I just can drag a object to make it a part of another.
How does that with the LOD's work?
Should I glue them or something?

b.t.w. - I've got an new model, and converted it. Need to add more turrets and subsystems... What do you think?

« Last Edit: April 29, 2002, 03:14:33 am by 624 »
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Offline gevatter Lars

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a little help, please(model trouble)
Hey that is a nice ship, looks a little bit like animestyle, but I like it.
Post a pic when its done. (Add turrets and better/different textures.)
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Offline Kellan

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a little help, please(model trouble)
Looks sleek and fast. I'd say that it looked like a fast, heavy freighter or a sleek, largish cruiser. Maybe a corvette at a push, though I note it's called 'missile corvette' so it doesn't matter so much what I think. :D

Oh, and the front top bit could do with something. A bridge, maybe?

 

Offline karajorma

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Quote
Originally posted by TrashMan
One thing.
I made a fighter LOD and glued small planes (named Sensor, Weapons, Engines,..) beneath it's maun hull.
The PCS converted it this time.
Is this the way subsystems are done.


Subsystems are added using modelviews pof editor. You can do it in PCS but it's pretty much guesswork where it will put them.
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Offline EdrickV

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a little help, please(model trouble)
How do you keep TS1 from doing screwy things with your textures? And what UV projection are you using? Texturing is the one thing I'm having the most trouble with in TS1. I also have Lithunwrap but I don't get that program at all.
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Offline karajorma

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a little help, please(model trouble)
Quote
Originally posted by EdrickV
How do you keep TS1 from doing screwy things with your textures? And what UV projection are you using? Texturing is the one thing I'm having the most trouble with in TS1. I also have Lithunwrap but I don't get that program at all.


Well you`re one up on me. I don`t even have Lithunwrap! Can`t find it now either. :(
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Offline EdrickV

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a little help, please(model trouble)
If you have something that can save Wavefront .obj files then here's an alternative to Lithunwrap:
http://www.uvmapper.com/
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Offline EdrickV

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a little help, please(model trouble)
Quote
Originally posted by karajorma


Can`t find it now either. :(


I can:
http://www.fileplanet.com/dl/dl.asp?/3dactionplanet/serioussam/lithunwrap_setup.zip
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Offline StratComm

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a little help, please(model trouble)
The "group objects first" error is caused by a lack of a local light attached to each subobject.  Even single-model ships need a heirarchy.  You need truespace to do that (version 2 or later for sub objects and turrets).
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline EdrickV

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a little help, please(model trouble)
You can do working turrets in TS1. I have. And what I learned from that is in the Turreting 101 link in my sig. :)
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Offline TrashMan

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A fighter has no subobjects (except for LODs and debris), but sice you can't glue them, I reckon you have to put them in the hierarchy in trueview, right?

And UV projection is something I'm getting the hang of.
If just one face is crappy, the use Projection per face - select the face you wat to correct, then using the rotation button(for normal objects), rotate the orange plane(or box) a bit, and hit apply.
The plane will change . If you don't get it right the first time, rotate it again, but differently. (Normally a 90° turn does the trick).
And DON'T select multiple surfaces. You have to click on the mouse button to exit the UV projection, and then enter it again to select the second face, or else it keeps the first face selected!
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Offline TrashMan

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a little help, please(model trouble)
The ship will probably be a frigate or corvette. Have to see.
And this is just the hull, I'll add the turets when I polish it up a bit.
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Offline EdrickV

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Quote
Originally posted by TrashMan
And UV projection is something I'm getting the hang of.
If just one face is crappy, the use Projection per face - select the face you wat to correct, then using the rotation button(for normal objects), rotate the orange plane(or box) a bit, and hit apply.
The plane will change . If you don't get it right the first time, rotate it again, but differently. (Normally a 90° turn does the trick).
And DON'T select multiple surfaces. You have to click on the mouse button to exit the UV projection, and then enter it again to select the second face, or else it keeps the first face selected!


Unfortunatly TS1 doesn't have projection per face as far as I've seen. The UV box has three options: Planer, Cylindrical, and Spherical. Didn't realize earlier that you were using a newer version of TS.
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Offline StratComm

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a little help, please(model trouble)
Quote
Originally posted by EdrickV
You can do working turrets in TS1. I have. And what I learned from that is in the Turreting 101 link in my sig. :)


How do you get around truespace 1 replacing turret numbers with sequence numbers?  It would always remove the number I attached to turrets and treat them as duplicate object names(turret01 turret02 to turret,1 turret,2 etc).  PCS won't convert objects with duplicate names as far as I can tell.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline EdrickV

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a little help, please(model trouble)
Quote
Originally posted by StratComm


How do you get around truespace 1 replacing turret numbers with sequence numbers?  It would always remove the number I attached to turrets and treat them as duplicate object names(turret01 turret02 to turret,1 turret,2 etc).  PCS won't convert objects with duplicate names as far as I can tell.


Not quite sure what "sequence numbers" are supposed to be, but I do know that it replaces the 0 with a , and my copy of PCS doesn't seem to care. All the objects so named come out named turret in the POF, but that's an easy fix. And you don't have to name the subobjects in TS1. You can do that in ModelView32. Naming turrets just gets PCS to automatically add in the turret data in the submodel properties. What version of PCS (and the POF-CS compiler) are you using?

I'm using: Version 1.1.01 - Release Build 57 Special Build 7
With: POF-CS Compiler v1.2.1 (This is part of the message that shows once you have converted a file.)
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Offline TrashMan

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In order to get the correct hierarchy in trueview for a fighter you have to do the following:
glue all LODs together except for the LOD0, then using trueview pull them on to the LOD0. This should put them all as subobjects of it.
This is the only way I can think of making it. Every other way I try each LOD ends as a subobject of the previous one.
Is this the way to do it, or what?
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Offline EdrickV

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a little help, please(model trouble)
Don't group the different LoDs together. Each LoD should be seperate and named detail0, detail1, etc. (TS1 will rename them detail, "detail,1", "detail,2", etc. but it will still convert if your PCS is as good as mine. :)) Shields don't have to be grouped to the other objects either, just needs to be named. (And maybe have a light.)
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Offline TrashMan

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a little help, please(model trouble)
Example:
I name the main group "something"
I make a subgroup named Detail 0 and put LOD0 and subs there
I make subgrpous named Detail 1,2,3 and put everything else there
I make the shield (in no group).
Hit save, then I convert the scene. (or save object, then convert the obj)
Right?

And subsystems go only on in Group0, right?
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