Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Nebula on April 03, 2002, 07:27:22 am
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I'm extremly new to moding but i hope to learn. I already have a model made with 3d max studio. My problem is i dont know how to go about converting it into POF format so i can import it into FS2. could any one tell me if it is actualy possible to use 3d max studio and what other tools are there to use. Any help will be appreciated
Thanx
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1. You need trueSpace to make the model usable by FS2
2. Make sure it has not much over 5000 polys
3. First you have to convert it to COB (truespace format) with 3d exploration, then convert it to POF with something. (I use segeltuch)
Any questions? ;)
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;7;7;7WELCOME TO THE HLPBB;7;7;7
Don't listen to him, he says crap :D
first, it's good to remember that:
1) your model must not have intersecting polys
2) it can be made of several subobjects but none of them can have more than 800/820 polygons ( max polygon limit for the whole scene: about 10000 I think, tho progs like modelview won't read that)
3) all objects like turrets, thruster flames, etc have to be separate subobjects.
4) all the hierarchy stuff has to be done in truespace.
Ok, for conversion from max: in Max export the model as .3ds, the use 3Dexploration to convert to cob. Don't convert directly from max to cob, it'll be messy.
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Whats segeltuch. can i download it from somewere
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Thanx for your help guys
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Download segeltuch from segeltuch homepage. I think volitionwatch's hosting it.
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segultouch?
why not use PCS?
http://alliance.sourceforge.net/FS2Kit.shtml
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Segeljunk = bad, it doesn't convert all the POF dat as good as PCS ( pof constructor suite ) does...
Also look on the HLP mainpage in the dowloads section here Stroke me for great justice (http://www.3dap.com/hlp/freespace/downloads.shtml) there are some Tools that you need to extract files etc whit from th VP files.
Hope that helps abit;)
btw
:D;7:DWelcome to the HLPP:D;7:D
Enjoy your stay !:D
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Originally posted by venom2506
4) all the hierarchy stuff has to be done in truespace.
How do you get to the hierarchy stuff and what is it used for? yes i am new to moddling, although i will ask people to add textures to my models as im very very very very very bad at using textures. I even have problems making Half-Life levels or similar game :jaw: :wtf:
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Textures are hard, so don't feel too bad. :nod:
Hierachy is used for Shields, turrets, and LODs.
Also...
(http://members.cox.net/wmcoolmon/images/welcome.gif) :D
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Models I can do (alltough I really don't quite understand how turrets and engine flames work). I make turrets as seperate objects and just glue them to the hull (for every lod, except for the last one, right?). Should turret barrels allso be glued to the turrets?
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i have my model converted into a COB format but when i try to convert it using PCS it keeps saying " You havent grouped those objects " can someone help me. im not worried about guns and stuff yet i just wont to see if i can get my model into the game if its possable to do that.
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Heirarchy isn't actually that hard to understand. If someone has a scn file (without any gluing) I could put it together in 15-20 minutes or less. And I'm very new at this.:wink: And I still can't adequately texture.
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Someone please explain what the Hierarchy stuff is all about and how you use it? or how you make it?
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Originally posted by Nebula
i have my model converted into a COB format but when i try to convert it using PCS it keeps saying " You havent grouped those objects " can someone help me. im not worried about guns and stuff yet i just wont to see if i can get my model into the game if its possable to do that.
You probably don't have an LODs defined
Lods are Levels Of Detail, representing the model at various distances (set in the tbl entry). The further awaya, the less polys the model has - thus, the computer is saved effort in rendering it.
I'd suggest getting a copy of cob2fs2 to convert your model - that works with single lods - so you can check it works in FS2.
PCS is better at converting, but does require you to build the hierarchy first.