Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: TrashMan on April 26, 2002, 01:31:07 pm
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The problem is that when I want to convert cob. to pof. it says that I have to group the objects first??
I'm using PCS.
I've made a fighter (no subobjects), and made it using object union.
Every model I try - the same problem!!!
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Originally posted by TrashMan
The problem is that when I want to convert cob. to pof. it says that I have to group the objects first??
I'm using PCS.
I've made a fighter (no subobjects), and made it using object union.
Every model I try - the same problem!!!
I had the same problem with PCS. You could use cob2fs2 for single models with no LODS.
Once you`ve got a hierarchy PCS starts working properly when it comes to converting.
I`m glad you finally found PCS :)
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One thing.
I made a fighter LOD and glued small planes (named Sensor, Weapons, Engines,..) beneath it's maun hull.
The PCS converted it this time.
Is this the way subsystems are done.
And a pof file containes multiple LODS. How to inegrate them. In Treview I just can drag a object to make it a part of another.
How does that with the LOD's work?
Should I glue them or something?
b.t.w. - I've got an new model, and converted it. Need to add more turrets and subsystems... What do you think?
(http://www.inet.hr/~tstanici/Images/ExcaliburBlueprints.jpg)
(http://www.inet.hr/~tstanici/Images/Excalibur.jpg)
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Hey that is a nice ship, looks a little bit like animestyle, but I like it.
Post a pic when its done. (Add turrets and better/different textures.)
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Looks sleek and fast. I'd say that it looked like a fast, heavy freighter or a sleek, largish cruiser. Maybe a corvette at a push, though I note it's called 'missile corvette' so it doesn't matter so much what I think. :D
Oh, and the front top bit could do with something. A bridge, maybe?
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Originally posted by TrashMan
One thing.
I made a fighter LOD and glued small planes (named Sensor, Weapons, Engines,..) beneath it's maun hull.
The PCS converted it this time.
Is this the way subsystems are done.
Subsystems are added using modelviews pof editor. You can do it in PCS but it's pretty much guesswork where it will put them.
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How do you keep TS1 from doing screwy things with your textures? And what UV projection are you using? Texturing is the one thing I'm having the most trouble with in TS1. I also have Lithunwrap but I don't get that program at all.
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Originally posted by EdrickV
How do you keep TS1 from doing screwy things with your textures? And what UV projection are you using? Texturing is the one thing I'm having the most trouble with in TS1. I also have Lithunwrap but I don't get that program at all.
Well you`re one up on me. I don`t even have Lithunwrap! Can`t find it now either. :(
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If you have something that can save Wavefront .obj files then here's an alternative to Lithunwrap:
http://www.uvmapper.com/
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Originally posted by karajorma
Can`t find it now either. :(
I can:
http://www.fileplanet.com/dl/dl.asp?/3dactionplanet/serioussam/lithunwrap_setup.zip
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The "group objects first" error is caused by a lack of a local light attached to each subobject. Even single-model ships need a heirarchy. You need truespace to do that (version 2 or later for sub objects and turrets).
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You can do working turrets in TS1. I have. And what I learned from that is in the Turreting 101 link in my sig. :)
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A fighter has no subobjects (except for LODs and debris), but sice you can't glue them, I reckon you have to put them in the hierarchy in trueview, right?
And UV projection is something I'm getting the hang of.
If just one face is crappy, the use Projection per face - select the face you wat to correct, then using the rotation button(for normal objects), rotate the orange plane(or box) a bit, and hit apply.
The plane will change . If you don't get it right the first time, rotate it again, but differently. (Normally a 90° turn does the trick).
And DON'T select multiple surfaces. You have to click on the mouse button to exit the UV projection, and then enter it again to select the second face, or else it keeps the first face selected!
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The ship will probably be a frigate or corvette. Have to see.
And this is just the hull, I'll add the turets when I polish it up a bit.
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Originally posted by TrashMan
And UV projection is something I'm getting the hang of.
If just one face is crappy, the use Projection per face - select the face you wat to correct, then using the rotation button(for normal objects), rotate the orange plane(or box) a bit, and hit apply.
The plane will change . If you don't get it right the first time, rotate it again, but differently. (Normally a 90° turn does the trick).
And DON'T select multiple surfaces. You have to click on the mouse button to exit the UV projection, and then enter it again to select the second face, or else it keeps the first face selected!
Unfortunatly TS1 doesn't have projection per face as far as I've seen. The UV box has three options: Planer, Cylindrical, and Spherical. Didn't realize earlier that you were using a newer version of TS.
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Originally posted by EdrickV
You can do working turrets in TS1. I have. And what I learned from that is in the Turreting 101 link in my sig. :)
How do you get around truespace 1 replacing turret numbers with sequence numbers? It would always remove the number I attached to turrets and treat them as duplicate object names(turret01 turret02 to turret,1 turret,2 etc). PCS won't convert objects with duplicate names as far as I can tell.
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Originally posted by StratComm
How do you get around truespace 1 replacing turret numbers with sequence numbers? It would always remove the number I attached to turrets and treat them as duplicate object names(turret01 turret02 to turret,1 turret,2 etc). PCS won't convert objects with duplicate names as far as I can tell.
Not quite sure what "sequence numbers" are supposed to be, but I do know that it replaces the 0 with a , and my copy of PCS doesn't seem to care. All the objects so named come out named turret in the POF, but that's an easy fix. And you don't have to name the subobjects in TS1. You can do that in ModelView32. Naming turrets just gets PCS to automatically add in the turret data in the submodel properties. What version of PCS (and the POF-CS compiler) are you using?
I'm using: Version 1.1.01 - Release Build 57 Special Build 7
With: POF-CS Compiler v1.2.1 (This is part of the message that shows once you have converted a file.)
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In order to get the correct hierarchy in trueview for a fighter you have to do the following:
glue all LODs together except for the LOD0, then using trueview pull them on to the LOD0. This should put them all as subobjects of it.
This is the only way I can think of making it. Every other way I try each LOD ends as a subobject of the previous one.
Is this the way to do it, or what?
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Don't group the different LoDs together. Each LoD should be seperate and named detail0, detail1, etc. (TS1 will rename them detail, "detail,1", "detail,2", etc. but it will still convert if your PCS is as good as mine. :)) Shields don't have to be grouped to the other objects either, just needs to be named. (And maybe have a light.)
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Example:
I name the main group "something"
I make a subgroup named Detail 0 and put LOD0 and subs there
I make subgrpous named Detail 1,2,3 and put everything else there
I make the shield (in no group).
Hit save, then I convert the scene. (or save object, then convert the obj)
Right?
And subsystems go only on in Group0, right?
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Here is exactly what I did in a very simple test:
Put in a sphere primative. Glued a local light to it as a sibling. Named the combined object detail0. (TS1 changed that to detail.)
Put in a cube primative. Glued a local light to it as a sibling. Named that combined object detail1. (TS1 changed it to detail,1 but it still worked.) Saved the scene and converted via PCS. Hadn't bothered to texture it so it looked a little wierd in ModelView32, but the sphere came out as the first lod and the cube as the second. I did not group the cube to the sphere or vice versa. The only grouping I did was gluing the two local lights to the two objects. Same thing for a shield except you name it shield.
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As far as I know, you don't need lights for objects such as fighters or cruisers (only rof turrets). You can convert objects (LODS) without the local lights. Right?
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Originally posted by TrashMan
As far as I know, you don't need lights for objects such as fighters or cruisers (only rof turrets). You can convert objects (LODS) without the local lights. Right?
I don't know. If you look at almost any model out there, you'll see a local light for every object, including the LODs, debris, and main hull. Convert a :v: model to COB and see how it's broken down; that's how I learned to build heirarchies. I've just always figured that its better to be safe than sorry. As for using the scn file in PCS, I've never trusted it completely. I glue up my models so that it is all in COB format, as I have gotten far too many error messages when trying to do it the other way.
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I got it.
PCS bugs me again. I made the Phoenix fighter (all lods, and debris) and converted it - the problem is PCS screws up one wing!
I'll try changing the model a bit and converting again...
And it mixed LODs 1 and 3, even tough I named them right and put them in right groups......
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Abot the engine flames..
The shape doesn't matter, right?
And do I make them only for LOD0 or all LODs?:confused:
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Originally posted by TrashMan
As far as I know, you don't need lights for objects such as fighters or cruisers (only rof turrets). You can convert objects (LODS) without the local lights. Right?
If the model consists of a single object with no submodels, PCS probably won't convert it. If you glue a light to said object, PCS can convert it. Models where you have submodels glued to the main object, you need a light for each submodel I think otherwise you lose all but one. From what I've read, PCS uses lights to tell where a "branch" on the hierarchy tree ends. No idea what happens if you try converting a model with multiple single object LODs (like a fighter) without any lights. PCS might balk with the "You didn't group these objects" thing.
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What can you tell me about making engine flames?
Does the shape matter?
Do i make it only for LOD0 or all LODs?
Where does it go in the hierarchy?
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Only engine stuff I've done is the engine glow, not the thruster sub-objects. Try converting some FS2 models to cobs and check them out.
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I'm currently adding turrets to the Iowa. Can I put them on the sides (multi-barrel ones)?
Tell me so I can finish this!:confused:
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You haven't read my Turreting 101 page yet have you? :) I've been told that, turrets on the sides of ships do not work right yet. I haven't verified that myself or tried finding ways to get it to work. May fiddle with it today.
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Does anyone else know for sure?:confused:
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The best explaination I've seen is here:
http://www.hard-light.net/vwbb/showthread.php?threadid=6013
Look at the bottom of the page.
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DARN!