Hard Light Productions Forums
Off-Topic Discussion => General Discussion => Topic started by: Reppyboyo on April 27, 2002, 05:14:04 am
-
how do i extract the models in FS2?
i feel like playin about in 3dsmax again....
-
Use VP view. :)
:bump:
-
Use VP View to get them outta the VP files. Use PCS to convert the POF's to COB's. Then use Deep Exploration ( http://www.righthemisphere.com ) to turn them inta .3ds's. You'll probably have to play with the conversion option to get the textures to port right.
-
where can i get VP view and PCS?
-
http://www.descent-network.com/cgi-bin/descman.cgi?module=vpview
http://alliance.sourceforge.net/FS2Kit.shtml (get the Freespace 2 Kit, it's in there)
Methinks.
-
how do i know which models r wich?
jusy says fighter01 etc
-
Use FS2View -
http://www.descent-network.com/cgi-bin/download.cgi?file=/tools/freespace2/win32_ui/fs2view/fs2v-b005.exe&size=50&desc=FS2View_V0.05
Open the sparky_fs2.vp file with it, and use the 'n' and 'p' keys to cycle backwards and forwards through the models. When you see the right one, the name will be in the bottom left :nod:
-
Originally posted by Reppyboyo
how do i know which models r wich?
jusy says fighter01 etc
Umm, you click on one and find out. :)
-
Originally posted by Odyssey
Use FS2View -
http://www.descent-network.com/cgi-bin/download.cgi?file=/tools/freespace2/win32_ui/fs2view/fs2v-b005.exe&size=50&desc=FS2View_V0.05
Open the sparky_fs2.vp file with it, and use the 'n' and 'p' keys to cycle backwards and forwards through the models. When you see the right one, the name will be in the bottom left :nod:
Ick! People actually use that program?! Use ModelView instead. (you can't download it seperately, you gotta grab the entire Descent Manager pack to get it.)
ModelView is sooooo much better. It actually tells you stuff about the models, like which textures they use, etc....
-
Originally posted by MD-2389
Ick! People actually use that program?! Use ModelView instead. (you can't download it seperately, you gotta grab the entire Descent Manager pack to get it.)
ModelView is sooooo much better. It actually tells you stuff about the models, like which textures they use, etc....
Maybe so, but that just complicates the matter doesn't it? All he needed to know is the names for each ship, so that's the program I pointed him to :nod:
-
when i load the COB file i can see the sighter but around it is a solid triangle....wot the hell is this?
and the textures seem to be missing...
i just used VPVIEW to extract the model and POF Constructor Suite to convert it to COB....
-
The textures need to be in the same directory as the COB
-
Originally posted by Reppyboyo
jusy says fighter01 etc
Ulysses... ;)
-
Originally posted by Setekh
Ulysses... ;)
10 gets you 20 that Steak knows exactly which model numbers are which ships. :D
-
Bah, that one everyone knows.
And the first few capship numbers, and the AWACS, and the asteroids (convieniently named asteroids). Oh, and some of the specials...
Crap, I'm gonna find out I memorized the whole damn thing if I keep thinking...
-
Originally posted by Stryke 9
Crap, I'm gonna find out I memorized the whole damn thing if I keep thinking...
You think? Don't think, Mechwarrior, FIND OUT!
-
The model names are fairly straightforward; the texture filenames are the strange ones. :p The Charybdis is an AWAC while the Setekh is a WAC, the Colossus is referred to as the TSoup or the SouperDuper (maybe the designers like soup), and the missile models all have the older names. (i.e. bombardier, crossbow, etc.) And then there are all those weird VB textures with the Volition people on them making funny faces. :D
-
Originally posted by Reppyboyo
when i load the COB file i can see the sighter but around it is a solid triangle....wot the hell is this?
and the textures seem to be missing...
i just used VPVIEW to extract the model and POF Constructor Suite to convert it to COB....
That's because the model has multiple LODs (Levels of detail), which get simpler and simpler. Four of them, in fact. The last LOD is the simplest, and that is the triangle you see. A fully textured model lies below that.
I'm guessing you're using Truespace, so the simplest solution is to download TrueView from here:
http://truespacez.virtualave.net/zipz/trueview.zip
Just unzip it somewhere, then go into truespace and load it up as a plugin. It shows you the heirarchy of the model. Delete all the groups except the one with the suffix 'a'.
Hopefully you should be left with the model proper.
-
Actually im using 3D studio max 4
but i think i can do the same thing as u say...
-
Ah, ok then. What tool are you using to convert .cob -> .3ds?
-
Here's a related thread in the Modding forum
http://www.hard-light.net/forums/index.php/topic,6676.0.html
-
can i convert the *.ANI files to a filetype that 3dsmax can read and use....
i convert the *.COB to *.3DS using Deep Explorer
-
open one of the thruster anis with anivew (or whatever that prog is called) and export a frame and there's your thruster tex.
-
Use model view or guesswork to work out what ship your extracting.
-
Originally posted by Reppyboyo
can i convert the *.ANI files to a filetype that 3dsmax can read and use....
i convert the *.COB to *.3DS using Deep Explorer
I use 3D Exploration, but assuming Deep Explorer is the same:
There should be a list somewhere with all the LODs. Uncheck all but the LOD with the suffix 'a', and when you save as, make sure it only saves the visible objects.
Hope that helps.
-
Originally posted by Odyssey
Maybe so, but that just complicates the matter doesn't it? All he needed to know is the names for each ship, so that's the program I pointed him to :nod:
Not if you're trying to figure out which texture goes where, and what files to use. :)
-
Originally posted by Reppyboyo
when i load the COB file i can see the sighter but around it is a solid triangle....wot the hell is this?
and the textures seem to be missing...
i just used VPVIEW to extract the model and POF Constructor Suite to convert it to COB....
You have to configure the path where the textures are located. Click on Tools and select Options. Click the textures tab and add the necessary paths.