Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: DavisOfTsurgi on March 29, 2007, 05:15:51 pm
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What program saves files as .PCX for custom textures?
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Almost any decent photo editor should be able to. Paint Shop Pro, Photoshop, or the GIMP, just to name a few. If you don't already have one, I'd get the GIMP. It's free and open source.
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...but you'll want to get the free Nvidia DDS creation plugin for Photoshop (or a DDS plugin for your program of choice), as that format is much more capable and more resource efficient.
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Yeah, DDS is better for your finished product. If you can't find a plugin or native support in your photo editor there are standalone converters out there as well, but native or plugin support would probably be better.
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I vote for plugin to view DDS files, but batch converter to convert textures to DDS format.
nvDXT is rather good... Better than DDS plugin for GIMP anyway. Better control over the format, quality etc.
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Another question:
WHen i go to save my .COB as a .Pof to check my progress, how do i set the axis for a sub-object to rotate around?
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I believe you want to use PCS (POF Constructor Suite) to do the conversion from cob to pof.
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I already know that, i want to know how to set a rotational axis for a sub object.
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Woops my bad, didn't read the whole question. Still assuming it was based on the title of this thread. Under the Subobject tab, select Movement type to Rotation around axis, and then under Movement axis set the axis you want it to rotate around. You should be able to see the effect in modelview with the Rotate Parts option. Hope that helps now.
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WOw, we're getting some semi-skilled new people lately (at least the understand what those terms mean!)
Hopefully I can coerce (I mean RECRUIT!) some of them for my nefarious purposes... ;7
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Looks like i should post a screen....
[attachment deleted by admin]
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Ah, looks like a bit of a terminology confusion. You want to move the location of the axis it rotates around. That, I'm not sure how to fix. If I had to guess, it's probably got something to do with where the center of the subobject is defined in the modeling app that you are using, but I'm not experienced enough to say anything for sure.
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the submodel i want to rotate is those 2 seperate long bricks, if that helps.
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I use ts.32 (and the word USE very loosely! :D )
anyway, boot it up and load your model. It should be facing left
<--- (even though the 3d area is slightly skewed45 degrees you get the idea with trial and error where left is"
Now, if you're using 3.2 click on the icon with the angled blue boxes called "local physical attributes" you see a bunch of junk but click on the circle with the crosshairs called "Center of gravity".
Hopefully you have true view extension up and running. :D
the C.O.G. is selected white so move it to the center of the ship or where you want teh main hull to rotate.
Once positioned click another object like the main hull or a light then click teh model and hit save.
You have now successfully changed where the model's main geometry will rotate at... (I need a drink! Whew!)
Don;t even get me started on turrets! :lol:
If I've lead you astray one of our "experts" will be along shortly to correct my explination... :nod:
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Crap you said sub-model, my bad I thought you wanted teh SHIP itself to rotate correctly in model view (instead of like being off center or whatever..)
Let me try again...
open TS, load model, open Trueview.
Select your sub-model, go to teh blue grid icon called toggle grid lines and HOLD IT till otehr optins appear over it.
Go up to the axis icon that says, (I'm guessign now) move axis to center of object, then it should still be white and move it down to where you want teh object to rotate.
IF something goes wrong you can try the physical location thing and select the subobject and center of it's gravity and move it like you would the main hull.
again if I am wrogn pls correct me!!!! (hopefully I get more things right than U know who).... ;7
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Excellent. that set the axis right.
And now i have run into another problem.......
When i set the submodel to rotate, and click rotate objects outside the POF edit, nothing happens.
Like so:
[attachment deleted by admin]
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Got it to work after UV-wrapping it:
Blah, just ran into some trouble.
My current detail that i'm using atm is proberbly detail lvl 3.
Any idea as to smooth things EG to make them complex?
[attachment deleted by admin]
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in the actual modeling program (preferably one that can make F-gons, like blender)
subdivide>extrude>f-gon>repeat>....>finish>uvmap>texture (adds alot of non-existant detail)>convert
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No, I don't recommend using subdivision and then extruding the subdivided polygons to get detail. It can result in instability, and on the whole it can simply look sloppy. Though I can't really tell you specifically how, making the details is more of a by-hand job. Avoid just subdividing and extruding... It's simple and it makes sense, but it doesn't work. And the lower the detail on the model itself, the less possible it becomes anyway.
Also, you really won't want to hear this I think, but it's a LOT harder to start at a low LOD and work your way back than it is to start at high and lower it with each LOD.
And obviously for changing the model, you'll want to go back to the modelling program and work in there. :)
(Yes, I live :P)
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Cool, a veteran crawled out of the woodwork. You seem to know your modeling, looking for a project? The Star Wars Conversion is hiring :)
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...WOW. What a response for my first post in nearly two years.
I probably would accept, except that I'm really too stuck into high school, which is /why/ I haven't posted in nearly two years. >.>
And since I switched from trueSpace to Blender at last, I know the modelling theory, but don't have the practical skills of it yet (though with VA as my teacher, I'm pretty dang sure I'll get quite good quickly). Thankssorry!
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Well, keep us in mind over the summer then eh? Could always use the help.