Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Lt. Cmdr. Knapp on February 19, 2002, 06:45:46 pm
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I'm new to modding Freespace, but I've played it for a while. I've d/loaded TS1, POFCS, and the FSKIT (Thanks Grey Wolf for telling me about these programs!), but I need to know how to use them,.
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Hey where can I get TS1? :confused:
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http://www.pcplus.co.uk/article.asp?id=8556
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:bump:
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Expirament alot :nod:
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That helps a lot:mad:
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Grey Wolf you know enough. TELL ME
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Hehe, Bullet Points:
- Make your model in any program.
- Open your model in TS (if it has any turrets glue each one to a light and then to the ships hull).
- Texture it.
- Save as a COB.
- Convert it to POF using POFCS.
- Convert all the BMP textures you used into PCX's using PaintShop Pro ( http://www.jasc.com ).
- Use ModView to add subsystems.
- Move the POF into /data/models and the PCX textures into /data/maps.
- Be merry.
Things like interface art are more complicated (plus I can't remember the names of progs to use).
(Hehe. I'm really getting good at using the vB tags.)
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Use Blender (http://www.blender.nl) for the model creation. Then use TrueSpace for the UV mapping and SAVE as cob or scn. Then use PCS(POF Constructor Suite - don't know the link) to put on the engine glows and other things you can't in ModView. Tip- IN ModView use the gun bank or subsystem thingy to see where you want the engine glows and other stuff.
Side note - I'm working on a way to bypass TrueSpace in the UV mapping part.
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Actually, interface art isn't all that complicated if you have 1) AniView, 2) AniBuilder and 3) halfway competent abilities in Corel PhotoPaint (and the program to go with it :) ). The key commodity in doing interface artwork is merely a bit of patience.
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Originally posted by hotsnoj
Use Blender (http://www.blender.nl)
No, use MAX :nod:
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You can also use GMax to make the ship model, export it as a quake III file, then use 3D Exploration to convert it to something that you can texture...it all depends on your preference, really.
There's also Milkshape :D
There's also this list (http://www.3dlinks.com/software_modshare.cfm) I found.
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Yes, experiment works. your lastest ship will usually always be better than your previvous one.
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Light Wave 7 0wnz j00 all !:D
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You're all forgetting those programs cost money! I was suggesting a free modeler so he didn't have to go and get a cracked version of those.
About Gmax. You need to have a better CPU then I got to run it. I use blender because of that and it would run lots faster on you machine.
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DO NOT USE BLENDER!
DO NOT USE BLENDER!
DO NOT USE BLENDER!
DO NOT USE BLENDER!
Ok, blender ****s with the PCS conversion. Don't use it.
How I have made all of my models is merely with experementation. I tend to goof around with the programs alot, and as such I think I am doing rather well.
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Originally posted by untouchable
No, use MAX :nod:
No, Use Milkshape 3D:p:D!
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Originally posted by darkage
Light Wave 7 0wnz j00 all !:D
Not for modeling it doesn't :p
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MAX is the best modelling program. It's only flaw is that it is not as easy to animate things as in LW. But seen as the subject in question is the modelling of a ship, MAX |Zo0|_5.
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Originally posted by an0n
MAX is the best modelling program. It's only flaw is that it is not as easy to animate things as in LW. But seen as the subject in question is the modelling of a ship, MAX |Zo0|_5.
:nod:
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Ok, blender ****s with the PCS conversion. Don't use it.
What!! :confused: Blender doesn't even save in COB! I do admit that its not good for the placement of the sub-objects though.
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Well duh.
Blender will NOT fuxor anything up, IF it's done right. If you mess around like a proverbial hippo you'll end up with crossing polys, extra verts, non-flat polys and crap like that. Those are what **** up conversions.
You DON'T do subobjects in Blender. The hierarchy for .dxf models is totally different from .cob, and you WILL end up with a fuxored up ship.
Besides, Maya owns both LW and MAX, but damn it costs a hefty load. Lightwave owns MAX, in modeling, animation and rendering, as soon as you learn to use it properly. And no ghey icons either.
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I'll admit that I have not made a successful ship, but alls I said was bleder good for the modeling and something like truespace used for the object placement. Although you do need to make the parts(ship, engine stuff, and sub-objects) seperat files to do make it.
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I USED MILKSHAPE 3D! WOOHOO!