Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Sushi on August 13, 2001, 01:53:00 pm

Title: Converting the Actaeon...
Post by: Sushi on August 13, 2001, 01:53:00 pm
Well, I've sort of asked this in Venom's threads, but I'm having a lot of trouble converting the GTF Actaeon. (//"http://sushicw.homestead.com/files/freespace/actaeon.htm") All the pieces are in place in a TS1 SCN file, I've gotten LODs to work but not thrusters or shields...if anyone is willing to help me with the hierarchy/light gluing thing I would be most appreciative.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) Thanks!

 

------------------
Sushi- the OTHER white meat!

Accelerate your game-Velocity Mod (//"http://sushicw.homestead.com/files/freespace/velocity.htm")
Sushi's Freespace Zone (//"http://sushicw.homestead.com/files/freespace/index.htm")-Future home of loads of cool stuff.
Title: Converting the Actaeon...
Post by: WraithHost on August 13, 2001, 03:20:00 pm
Hi Sushi,
   for thee Scarab I Had 10 objects
hull0
hull1
hull2
hull3
rubish1
field
flame1
flame2
flame3
flame4

I Glued a local light(glue as sibling) to each of these except hull0 and named them
hull0 (unchanged without a light)
detail,1
detail,2
detail,3
debris,1
shield
thruster,0
thruster,1
thruster,2
thruster,3

next i selected hull0 and glued as sibling the other objects in the order
detail,1 , detail,2 , detail,3 , debris,1 , shield , thruster,0
then select detail,1 and glue thruster,1
select detail,2 and glue thruster,2
select detail,3 and glue thruster,3

then save the scene and use PCS to convert it to a pof.
the texture on the thrusters should be 'thruster01'

hope this helps

------------------
Phil.
  Trust In Me &
  Fall As-well
Title: Converting the Actaeon...
Post by: Sushi on August 15, 2001, 08:56:00 pm
Well, that ALMOST works.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) The problem comes when I try to do it with TWO thruster models per LOD...they always end up on different hierarchy levels. Curse TS1!!!  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)

Anyway, I am rapidly running out of time to spend with FS modding. I was hoping to get this done sooner, but I simply don't have the hours in the day to try to wring this out. You can download what I've gotten done here. ("http://sushicw.homestead.com/files/freespace/act4.zip") Feel free to do whatever you want with it...



------------------
Sushi- the OTHER white meat!

Accelerate your game-Velocity Mod ("http://sushicw.homestead.com/files/freespace/velocity.htm")
Sushi's Freespace Zone ("http://sushicw.homestead.com/files/freespace/index.htm")-Future home of loads of cool stuff.
Title: Converting the Actaeon...
Post by: WraithHost on August 16, 2001, 06:08:00 pm
Hi Sushi,
   Don't give up modding.
 Here  ("http://www.red-phil.pwp.blueyonder.co.uk/actaeonw.zip") is a .pof of the actaeon. I think It is right but I ain;t had a lot of sleep so I could be wrong.
I'll leave adding gun points etc to you.
I believe you have Kazan's wonderous PCS tool.
I'd use this along side model view 32.

The Actaeon is a wonderful ship. I'm thinking of using it as a merchant guild defence fighter if that's ok with you.

oh yeh, Don't give up modding, I learned most of what I know from reading answers to your questions. If you stop asking questions how am I going to learn any more?
Won't somebody please think of the newbies!

------------------
Phil.
  Trust In Me &
  Fall As-well
Title: Converting the Actaeon...
Post by: Nico on August 16, 2001, 06:30:00 pm
 
Quote
Originally posted by Sushi:
but I simply don't have the hours in the day to try to wring this out

It's like me: you still have the nights  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

Title: Converting the Actaeon...
Post by: Sushi on August 20, 2001, 12:06:00 pm
Hey again...

Not too bad with the POF...whatever you did, it worked. Well, mostly...the debris is slightly out of scale, and the LOD3 you created using the shield mesh(good idea, by the way) wasn't textured, but other than that, it was pretty much what I wanted.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

The problem is this: I fixed the warped debris and the texture in the SCN file you sent me, but for some reason, PCS won't compile it. (GenerateBSP error) And, wierdly enough, if I use PCS to go POF2COB with the Actaeon, and then immediately try COB2POF, it still doesn't work. What gives?

As for giving up modding, I'm afraid I simply have no choice. I leave for college in one week, and I won't be taking this computer with me...still, I'd like to finish this thing first.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)



------------------
Sushi- the OTHER white meat!

Accelerate your game-Velocity Mod ("http://sushicw.homestead.com/files/freespace/velocity.htm")
Sushi's Freespace Zone ("http://sushicw.homestead.com/files/freespace/index.htm")-Future home of loads of cool stuff.
Title: Converting the Actaeon...
Post by: WraithHost on August 21, 2001, 02:06:00 pm
have a look at Volition's models, none of them have a texture on their lowest LOD.

The oversized debris looks good in game, it's more visible but close enough so it doesn't look wrong.

I think Pof to Cob screws up the hierachy. You need to reglue and add lights etc to get it to compile into a Pof.

I have a completed version if you want me to send you it (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) It flys well and looks good.
I made it about on par with a Ulysess (SP?)
but a bit faster with slightly better shields. It's smaller aspect makes it a slightly harder target aswell.
Title: Converting the Actaeon...
Post by: Nico on August 21, 2001, 03:46:00 pm
 
Quote
Originally posted by WraithHost:
have a look at Volition's models, none of them have a texture on their lowest LOD.

yes they do. just very low resolution maps, but they do.

Title: Converting the Actaeon...
Post by: WraithHost on August 21, 2001, 05:01:00 pm
looked like they were vertex painted to me.
Does it make much difference at >900m ?
Title: Converting the Actaeon...
Post by: Nico on August 21, 2001, 05:42:00 pm
 
Quote
Originally posted by WraithHost:
looked like they were vertex painted to me.
Does it make much difference at >900m ?

yeah, non mapped models tends to be unstable ingame

Title: Converting the Actaeon...
Post by: WraithHost on August 22, 2001, 12:05:00 pm
Ah ! that could be why my mine kept on crashing fred2.

If it fixes it I'll love you forever (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)



------------------
Phil.
  Trust In Me &
  Fall As-well
Title: Converting the Actaeon...
Post by: Mad Bomber on August 22, 2001, 08:41:00 pm
 
Quote
Originally posted by venom2506:
yeah, non mapped models tends to be unstable ingame


hehe they also tend to be invisible  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Title: Converting the Actaeon...
Post by: Nico on August 23, 2001, 07:15:00 am
 
Quote
Originally posted by Mad Bomber:
hehe they also tend to be invisible   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)

No, if it has UV coordinates, the model will show.
Title: Converting the Actaeon...
Post by: WraithHost on August 23, 2001, 06:07:00 pm
That fixed the mine!
Thanks for the tip Venom.
I'm currently going through the models I've made texturing all LODs.
The Acteaon is on the list.

------------------
Phil.
  Trust In Me &
  Fall As-well
Title: Converting the Actaeon...
Post by: WraithHost on August 25, 2001, 06:02:00 am
well I reconverted the Actaeon with all LODs textured and Debris rescaled.
I havn't tested it yet but it should work.
As Sushi seems to have disappeared off to College this .pof is complete with paths, gunpoints etc.
The BSP problem seamed to be due to the LOD2 not being properly UV mapped. I made a new LOD2 and textured it instead.
 Here  ("http://www.red-phil.pwp.blueyonder.co.uk/actaeon2.zip") is the .pof of the actaeon.

Hope this makes a suitable memorial for Sushi.