Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Solaufein on November 26, 2002, 09:36:48 am
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Hi all,
There are several issues Im struggeling with:
1. Scaling my mesh apparrently has no influence on the dimensions after conversion to .pof
2. I have no idea how to add different detail levels/thruster cones
3. UV mapping? what the hell is that? How do I it right.
Any awnsers are welcome, as well as links to solid faqs/tutorials.
Im using:
3D studio max 5 (export in .3ds)
crossroads v 1.0 (for .3ds -> .cob conversion)
cob2fs2.exe ( for .cob -> .pof conversion)
Modelview for viewing .pof and checking dimensions
(fighter's dont have a wingspan of 120 meter right?)
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First of all welcome to HLPBB!
Second I don't use those so my help there is nill. I suggest you get a hold of truespace. Just PM me and we can work something out.
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If you don't have Truespace at all, there's little you can do. Find TS version 2 (free) from Karajorma's FAQ, and then we'll help you. :)
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Have a look at the modding section of my FAQ. Although it's pretty basic at the moment it has lots of links to other peoples modding FAQ's
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Originally posted by HotSnoJ
First of all welcome to HLPBB!
Second I don't use those so my help there is nill. I suggest you get a hold of truespace. Just PM me and we can work something out.
Hey where are the beams:rolleyes:
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Originally posted by Solaufein
Hi all,
There are several issues Im struggeling with:
1. Scaling my mesh apparrently has no influence on the dimensions after conversion to .pof
Get PCS, preferably before the model preview was implimented. It lets you set conversion scale. Look on this site's download page to find it (I think)
Originally posted by Solaufein
2. I have no idea how to add different detail levels/thruster cones
Detail levels are done with subobjects names a certain way, and thruster cones are done in PCS.
Originally posted by Solaufein
3. UV mapping? what the hell is that? How do I it right.
It's how textures are applied to the ship. As for how to do them right/well, all I can say is practice, practice, practice.
And you absolutely have to have Truespace in some form if you want to make a freespace model. It's the only place you can do the heirarchy.
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Originally posted by USS Alexander
Hey where are the beams:rolleyes:
(http://www.geocities.com/lionrampant31uk/welcomebeam.txt)
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Originally posted by StratComm
And you absolutely have to have Truespace in some form if you want to make a freespace model. It's the only place you can do the heirarchy.
Somebody really should do something about that...
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Got TS2 wheee, and i found out how to uv/texture map :)
About the Detail level Hierarchy thing, do i need to create several different models in the same file, and link them up in a Hierarchy (its the paren child thingy right?), or do i have to make different models in differen files?
ps. What is PCS?
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Originally posted by USS Alexander
Hey where are the beams:rolleyes:
I'm not the beam guy that's someone else.
But heck!
(http://www.geocities.com/lionrampant31uk/welcomebeam.txt)
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Originally posted by Solaufein
Got TS2 wheee, and i found out how to uv/texture map :)
About the Detail level Hierarchy thing, do i need to create several different models in the same file, and link them up in a Hierarchy (its the paren child thingy right?), or do i have to make different models in differen files?
ps. What is PCS?
[color=33ff00]You know how to texture map? You'll be getting a lot of requests from the HLP denizens soon, it's a sought after skill. :nod:
PCS or Pof Conversion Suite is a toolset created by Kazan that allows you to create a POF file (freespace model) from a COB file (truespace model). Don't forget to thank him if you find it useful. :yes: [/color]
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Originally posted by Maeglamor
[color=33ff00]You know how to texture map? You'll be getting a lot of requests from the HLP denizens soon, it's a sought after skill. :nod:
PCS or Pof Conversion Suite is a toolset created by Kazan that allows you to create a POF file (freespace model) from a COB file (truespace model). Don't forget to thank him if you find it useful. :yes: [/color]
Well, mabey i was a bit to bold, i know how i SHOULD uv map :( as you can see i still have to learn a bit more, still the model and texture from the render where made in under 6 houres :)
(http://wwwhome.cs.utwente.nl/~dalum/TestRender1.bmp )
ps. I never did do 3d meshes or uv mapping before. pof editing was the worst i ever got around doing, im feeling realy proud now
:D
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Check the FAQ again. I`ve got links to PCS in there (I don`t think there are links on the main HLP page)
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That's pretty good!
Anyway, I have a question. I have several models that uses up to 20+ different textures. Is there a way for me to put all those textures into one or two giant texture files without doing a lot of stuff? My students are flunking my class, big time! [I just have to add that.]
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Some more pics, with correct UV mapping :)
(http://wwwhome.cs.utwente.nl/~dalum/UVMapProof1.jpg )
(http://wwwhome.cs.utwente.nl/~dalum/UVFrontProof.jpg )
(http://wwwhome.cs.utwente.nl/~dalum/UVRearProof.jpg )
I already did some crude texturing of the exhausts, but then found out im no good at it :(
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Originally posted by Rampage
That's pretty good!
Anyway, I have a question. I have several models that uses up to 20+ different textures. Is there a way for me to put all those textures into one or two giant texture files without doing a lot of stuff? My students are flunking my class, big time! [I just have to add that.]
use an unwrapper or (as for example i do) put the pieces together and then use offset and repetition parameters to select specific sections of your map.
in both cases there are problems, limitations and you will have a lot of job to do;)
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When posting images, Solaufein, use JPGs instead of BMPs. Much smaller files. :)
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Ya use JPG or PNG. You can do the converting in MS Paint, so don't sweat it. Nice textureing! Much better then my feable attemps. And excelent mesh too! :nod::yes:
BTW whats up with you're server? I'm downloading the pics at 11-13 KB's on my 56K modem.
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Originally posted by HotSnoJ
Ya use JPG or PNG. You can do the converting in MS Paint, so don't sweat it. Nice textureing! Much better then my feable attemps. And excelent mesh too! :nod::yes:
BTW whats up with you're server? I'm downloading the pics at 11-13 KB's on my 56K modem.
Whoops forgot, I am using server space and Inet Conn. of my College, dl speeds of 1.2 mb/s are normal to me, so sorry ill convert the images and edit my posts.
Edit: Done, jpgs now
Another question,
when I convert my models with Crossroads v1.0, it screws the textures(bad), but Neatly aligns the Model to its center mass(good).
When i convert with Lightwave, its keeps the textures(good), but doesnt realign my model to its center mass(bad)
I know i just should have made my model better but i cant seem to find an align center mass function in 3dsmax :(
Edit: no matter, fixed the aling problem :)
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btw don't use lithunwrap to convert models
there are around 3 tutorials covering about all the steps to convert a *.cob to *.pof, make a search about tutorials on this forum and on the freespace general forum and see what you get, you should find answers to most of your questions
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The Irony,
I have 3 LODs + textures now in 3Dsmax,
export to .3ds = ok
Load into 3Dexplorblabla.. and convert to .cob = ok ( hierarchy INTACT!!!)
Convert .cob to .pof -> wham, hierachy screwed, half of model gone (LOD0)
grrr..........
Here the latest though:
(http://wwwhome.cs.utwente.nl/~dalum/3LODS.jpg)
Did some texture editing, darn ugly 'sept for the wing
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I really like the design. Very orginal. :nod:
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There are plenty of tutorials out there, but they mostly suck, belive me....
1. Scaling - you set it in PCS.
One Truespace grid = xxx meters. (thus, if you set it to 20, then your fighter should be about 1 grid long).
2. LOD's - don't even think of following tutorials that say glue them.
You make each LOD, and set them all to (0.0.0) coordinates (don't forget to center the axes first).
Make sure their geomety is o.k.
3. Adding turrets - have the hull selected and glue a turret with it, then repeat the proces for all the turrets. (IMPORTANT - you must allways glue the hull (+ 10 turrets if you added them) with the 11th turret, not vice-versa.
4. Adding thrusters - same as turrets.
5. Working in PCS - do it ONLY after the geomety is o.k.
Follow one simple rule when making models - you MUST be able to go from each point of your models grid to another following the lines that bind them.
Simply test it by putting your .pof file in the Fs2/data/models directory and replace the model name for a container in ships.tbl with yours. Then load FRED2 and look at your "container"...
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Originally posted by TrashMan
There are plenty of tutorials out there, but they mostly suck, belive me....
ipandrews' tutorial is excellent
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It is, and the texture tutorial it references also,
I believe im done with the LOD's , Hulls, thruster and shield meshes (not doing debris, cant get hold of the booleans), Now the only problem that stands in my way is hierarchy ,since i cant get hold of a newer version of truespace that the free one (version 2) it means no TrueView for me :(, any tips on doing it the old fashioned way? Cause i cant even find the tools in TS to do it, and what is a local light(TS term)?
Edit: Gets even better, if i take me functional .cob and load it into TS2, i get a nice model, if i then fool around with the glue/unglue, then save it, i get a 1kb file with one loclight in it, so no meshes, doing somthing wrong?
Edit: omg, just had to select all the model i want to save :doubt:
*slams head into keyboard*
(http://wwwhome.cs.utwente.nl/~dalum/3LODSwThrust .jpg)
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I just had this "briliant" idea, I thought, if i'd just ask one of you guys to set up the hierarchy for my model, that would save me a lot of headaches, anyone willing 'n able?
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If I do it for you, you wouldn't learn anything. :p But if I tell you where to find information, you might learn a lot. :D
See my "Post MODding Manual". It's in the General Freespace forum as the first or second sticky post.
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Thnx
Edit: Ok, now i have know what the hierarchy must be, now all I need to learn is TS interface :( (Whoever wrote the program, they never ment for someone to actualy use it, that much is clear)
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Originally posted by Solaufein
Thnx
Edit: Ok, now i have know what the hierarchy must be, now all I need to learn is TS interface :( (Whoever wrote the program, they never ment for someone to actualy use it, that much is clear)
I dunno. I always thought that TS had a rather elegant interface. It just lacks the kind of lowlevel editting tools that a proper 3d package needs.
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My problem with TS is that it has no way(i could find) to display current hierarchy, i.e. what is glued to what as what.
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use keyframe to view hierachy (but i'm not sure it is present in ts2)
it should be located in the top menu bars
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Originally posted by KARMA
use keyframe to view hierachy (but i'm not sure it is present in ts2)
it should be located in the top menu bars
Nope, no KFE in TS2 except as a plugin. Once you get used to how the arrow keys work though, it becomes pretty obvious what is glued where.
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Thnx, i can do hierarchy now :), so far so good
Edit: ok, I got the hierarchy set up like the tutorials state, all with local lights n branching n stuff, Renamed the subobjects/subobjectgroups to the right names. But PCS crashes when I try to save as pof, cob2fs2 doest crash but gives a pof with 1 detail level and merged my thrusters in a separate group, if you guys want to see what I mean PM your email adres to me and i'll send you the cob and pof files.
(http://wwwhome.cs.utwente.nl/~dalum/Hierarchy2.jpg)
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I can't wait for this ship. My email is [email protected].
BTW what program is that pic from?
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Originally posted by HotSnoJ
I can't wait for this ship. My email is [email protected].
BTW what program is that pic from?
It isn't done yet, added some debris yesterday, but i still need it to convert to pof in a decent manner, i guess it has something to do with the names of the hierarchys sub-objects, but i have no idea how to remove the comma's
As for the program, that is 3D explorer, i use it to convert .3ds to .cob, then i do the hierarchy in TS2, then i check it after save with 3D Explorer to see if it saved ok.
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Originally posted by Solaufein
It isn't done yet, added some debris yesterday, but i still need it to convert to pof in a decent manner, i guess it has something to do with the names of the hierarchys sub-objects, but i have no idea how to remove the comma's
I remember someone removing the coma's with a hex editor, I think.
Anyway PM, maybe I could get you a copy of trueSpace 4.
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:lol: Just saw that 3D Explorer can rename objects/nodes :)