Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Cancer on August 24, 2003, 08:07:07 am

Title: how start?
Post by: Cancer on August 24, 2003, 08:07:07 am
hello!

i want make new ship by me, what program I need, where I search techerprograms?
Title: how start?
Post by: TopAce on August 24, 2003, 08:54:35 am
You surely mean that you want to make your own ship model, and use it in-game.

visit HLP main page -> Downloads and look for FS2Kit or something like that. I guess you don't know how to model your own ship's body. Use TrueSpace. Have a look at the 'Here something handy' thread. It is a stickified one.

That's probably all you need.

One more note: Edit TBLs with Wordpad, or download Crimson editor(have a look at the news, I think there's a link about it)

Is teacherprogram = Tutorial? :confused:
Title: how start?
Post by: Ferret on August 24, 2003, 09:11:54 am
*Pokes babelfish*;)
Title: how start?
Post by: Black Wolf on August 24, 2003, 10:00:42 am
Bah. Truespace is evil, a plague upon this fair world. All hail Max!

Since you want to model and not render, your best bet is
GMax. (http://www.discreet.com/products/gmax/) You can download it and the tutorials that'll learn you up on basic low poly modelling for free, and you can texture your models with Lithunwrap (There's a link to the last free version floating about the place) and any paint program (NB - you will need the GMax Md3 exporter to get the models into Lith)

Failing that, you can probably grab Blender from somewhere, and give IP Andrews fighter Creation tutorial a go (I don't know the URL off hand though - anyone care to assist? There are several other tuts about the place - a lithunwrap tutorial, a turreting tutorial (sadly Truespace is neccesary for this) and a few others. But for now, assuming you're 100% new to the model making business, get a model made and you can learn heirarchy and turreting and all that rubbish later.

Good Luck :)
Title: how start?
Post by: Krackers87 on August 24, 2003, 10:28:41 am
(http://members.cox.net/~wmcoolmon/images/welcome.gif)

"Welcome to the HLP! Exits are to your left and right, with another pair behind you, quite a way in fact. There is a flamethrower under your seat, but the chances of it having any fuel is quite low. Plasma rifles, GEP guns and chainsaws are in the weapon lockers, but only God and the HLP admins can get to those. If you go crawling into the duct work for any reason, beware of the Shivans. If your lucky, you'll only meet Carl. Give him your lunch and back away SLOWLY. If its not Carl, well, it will be quick."
Title: how start?
Post by: StratComm on August 24, 2003, 11:19:14 am
Quote
Originally posted by Black Wolf
Bah. Truespace is evil, a plague upon this fair world. All hail Max!

Since you want to model and not render, your best bet is
GMax. (http://www.discreet.com/products/gmax/) You can download it and the tutorials that'll learn you up on basic low poly modelling for free, and you can texture your models with Lithunwrap (There's a link to the last free version floating about the place) and any paint program (NB - you will need the GMax Md3 exporter to get the models into Lith)


Why does everyone swear by Max?  I've used it and it works well, but god does it botch boolean operations.  Truespace 5+ actually does a good job with them.  I'm still trying to clean up one model from a simple boolean union, and I keep running into problems.  And yes, I know what booleans can do to a model if used incorrectly, but I've never had the kind of problems that I'm running into now.
Title: how start?
Post by: Taristin on August 24, 2003, 11:22:53 am
Truespace is not evil. You just don't know how to use it. :p

When used properly, it is very powerful...
Title: how start?
Post by: Knight Templar on August 24, 2003, 01:36:34 pm
Yeah, after you decipher it's Kid-E™ language interface of buttons such as teddy bears, baloons and hammers.. :shaking:
Title: how start?
Post by: Taristin on August 24, 2003, 01:47:44 pm
Put your mouse over the pics, it says what it does on the toolbar... :p
Title: how start?
Post by: TopAce on August 24, 2003, 03:21:50 pm
I have never had serious problems with Truespace, but it takes a time until you discover all its secrets. :)

Hey, cancer, do you want to make a large ship(from transport to super Death Stars :)), or fighters? If you are to model a larger ship like a transport or a cruiser, you may use TrueSpace for texturing.
Title: how start?
Post by: Taristin on August 24, 2003, 03:38:19 pm
You can try to use TS to texture fighters, but if you don't have 6, you really can't
Title: how start?
Post by: TopAce on August 24, 2003, 03:42:36 pm
Quote
Originally posted by Raa Tor'h
You can try to use TS to texture fighters, but if you don't have 6, you really can't


I have 3.1. :sigh:
Damn! Isn't that good for it? :nervous:
Title: how start?
Post by: Killfrenzy on August 24, 2003, 03:50:50 pm
Look you two, stop relying on TS6's UVMapper! I've got TS5.1 and that's all I need. Play with LithUnwrap!! It's so useful!! :D
Title: how start?
Post by: Cancer on August 25, 2003, 02:49:52 pm
I download Gmax.
Questions:
What LithUnWrap?
GMax free?
What mean UVMapper?
Title: how start?
Post by: Black Wolf on August 25, 2003, 02:58:19 pm
OK - yes, GMax is free - that's why I suggested it :)

In a nutshell, UV Mapping is a process by which you tell the model where it's supposed to put its textures. Lithunwrap is a UV Mapper - it allows you to take your model, and position each of the faces within a two dimensional mapping space, whichis then converted to an image, which you can then edit in a paint program.
Title: how start?
Post by: Knight Templar on August 25, 2003, 03:08:51 pm
Quote
Originally posted by Raa Tor'h
Put your mouse over the pics, it says what it does on the toolbar... :p


I don't care about the mother****ing toolbar. The interface still drives me insane :p
Title: how start?
Post by: Cancer on August 25, 2003, 03:25:44 pm
problems register - I no get E-mail with code. Where I can download TrueSpace?
Title: how start?
Post by: TopAce on August 25, 2003, 03:34:45 pm
There is a thread named 'here something handy' one level up. Have a look at it, it contains the free 3.2 version.
Title: how start?
Post by: StratComm on August 25, 2003, 03:55:44 pm
TopAce, you may want to, er, edit your last post.  Anyway, the latest Truespace is 6, if you wanted to know.  But it's not worth what you'd have to pay to get it.  3 isn't bad but it's got its shortfalls so be aware that it wouldn't be state-of-the-art.
Title: how start?
Post by: TopAce on August 25, 2003, 04:02:38 pm
Quote
Originally posted by StratComm
TopAce, you may want to, er, edit your last post  the admin's aren't allowed to permit warez discussions.  Anyway, the latest Truespace is 6, if you wanted to know.  But it's not worth what you'd have to pay to get it.  3 isn't bad but it's got its shortfalls so be aware that it wouldn't be state-of-the-art.


Edited. :nod:
Title: how start?
Post by: karajorma on August 25, 2003, 04:55:19 pm
*Despite the crippled graphics card Karajorma crawls up to the conversation and points at the link in his sig before sinking into a coma from having to squint at the screen all the time*

Seriously though there are links to TS3.2 in my FAQ and links to several tutorials as well.
Title: how start?
Post by: StratComm on August 25, 2003, 07:14:04 pm
Quote
Originally posted by karajorma
*Despite the crippled graphics card Karajorma crawls up to the conversation and points at the link in his sig before sinking into a coma from having to squint at the screen all the time*

Seriously though there are links to TS3.2 in my FAQ and links to several tutorials as well.


kara, that tut. needs a little update... though TS3.2 is still out there for download, the page to register it and get a serial number from Caligari is difficult to find.  It's been moved from its once obvious location, so you have to do a little digging.  Here's the link if you want to add it:

http://forms.caligari.com/forms/tS32_free.html
Title: how start?
Post by: Cancer on August 26, 2003, 11:12:17 am
after I model the ship, what I do next see in game?
Title: how start?
Post by: Killfrenzy on August 26, 2003, 11:58:55 am
You'll need POF Constructor Suite as far as I'm concerned. You'll also need ModelView 32.
Title: how start?
Post by: TopAce on August 26, 2003, 03:12:03 pm
Killfrenzy, this guy needs to know what POF is, and why is it good to have:

POF file is the file extension that FreeSpace can read and use as ships. The .cob file(model) can be converted to a POF file. In the .pof, you can add additional FreeSpace properties to a ship, like firing points, subsystems, docking points, etc.
So the .cob is the model itself, and the .pof is the model + its properties.
Title: how start?
Post by: WMCoolmon on August 26, 2003, 03:44:52 pm
Getting a ship model in the game:

Pre-step) Make sure your model doesn't have intersecting polygons and has less than 2000 polygons. Intersecting polygons will look bad in-game, and exceeding the polygon limit can cause FS2 to crash.

1) You'll have to convert the ship to a POF using POFCS
2) Move the ship model to Freespace2\data\models
3) Convert any textures to 256-color PCX files and move then to Freepace2\data\maps
4) Using VPView (http://www.descent-network.com/cgi-bin/descman.cgi?module=vpview), Open root_fs2.vp and extract ships.tbl (it'll be in "tables") to Freespace2\data\tables.
5) Open ships.tbl with an editor like Notepad.
6) In ships.tbl, copy the entry for the GTF Ulysses and paste it right above the original entry. Change the name ($Name) to the name for your ship and change the model file ($POF file) to the filename of your .pof file.
7) Open up Freespace 2 and look for your ship in the tech room.

If you have problems starting Freespace, try deleting the comments (lines starting with ";") at the beginning of ships.tbl.
Title: how start?
Post by: TopAce on August 26, 2003, 03:52:38 pm
Damn! Thanks WMCoolmon, I have forgotten to mention tabling the ship.
I think the third point can be ignored.
All I can suggest you, Cancer is to use VPView to extract the needed textures to a directory, convert those PCX files to TGAs, or BMPs(TS can read those). You can find that texture and use it by using the paint brush button in the toolbar, right click on it, and from there, you may right-click on the 'Use texture map' button(The orange and white bricks on a sphere). From there, you can find you way.