Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: redsniper on May 29, 2003, 05:28:36 pm
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First get gmax and the Tempest pack (http://www.discreet.com/products/gmax/)
After you make your model in gmax export it as an .md3 with the Tempest pack.
Open the .md3 with LithUnwrap which you can get for free here (http://underworld.fortunecity.com/pacman/106/fs2mods/shipcreationguide/whatyoullneed.html)
Export it as a .cob and you're all set.
I hope this is of use to someone.:thepimp:
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Originally posted by redsniper
First get gmax and the Tempest pack (http://www.discreet.com/products/gmax/)
After you make your model in gmax export it as an .md3 with the Tempest pack.
Open the .md3 with LithUnwrap which you can get for free here (http://underworld.fortunecity.com/pacman/106/fs2mods/shipcreationguide/whatyoullneed.html)
Export it as a .cob and you're all set.
I hope this is of use to someone.:thepimp:
[color=66ff00]Have you tested this thoroughly? I also used the same method a while back to convert and got mesh errors, flipped polys, and the like.
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Originally posted by Maeglamor
[color=66ff00]Have you tested this thoroughly?
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nope:blah:
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[color=66ff00]Bear in mind that I was doing this a month or two ago, it's very possible that they've worked out the bugs by now :nod:
It would just be a bit of a pain if you'd built an excellent model, converted it and then find out that TS doesn't like it for some reason.
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I just tested it with a cube and it worked fine
textures were weird in truespace at first but i got them fixed and it looked fine in PCS and modelview.
EDIT:Originally posted by Maeglamor
[color=66ff00] ...if you'd built an excellent model...
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don't worry about that happening any time soon:lol:
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I've been doing this for awhile, but using Deep Exploration in place of Lith. Works well about 90% of the time, but it absolutely must be converted to Editable mesh before you export,, or it goes all shardy and horrible.