Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: bigchunk1 on December 24, 2010, 04:43:30 am

Title: Blender to POF conversions!!! (Solved)
Post by: bigchunk1 on December 24, 2010, 04:43:30 am
People on IRC are aware from my pestering that I have been at this for awhile now. The WIKI I have been using as a reference seems to be an incomplete guide.

http://www.hard-light.net/wiki/index.php/Blender_to_POF_Conversions I am talking about this WIKI.

I am trying to make a fighter for Freespace using blender. I was able to get it to manifest in the game, but only as a nav buoy or as a missile. Neither of which require an 'Object Hierarchy'. This is the thing that establishes where gunmounts or engine exhaust is located etc. I am unable to establish this Object hierarchy in blender. I made a video to very specifically explain the issue I am having. Pardon the music please, It's Late.

http://www.youtube.com/watch?v=ScndpWg2VQM

I cannot stress enough that I greatly appreciate any information that anyone can give on this subject.
Title: Re: Blender to POF conversions!!!
Post by: esarai on December 24, 2010, 04:57:21 am
I think you missed that you need to be using objects that are called empties.  That was a cube you had there, not an empty.  In object mode, press space, go to add, select 'empty' and then use that to establish the hierarchy.  And whichever way the z axis points is the direction that the firepoint's normal will point, so rotate it good!
Title: Re: Blender to POF conversions!!!
Post by: Dragon on December 24, 2010, 05:37:51 am
If you can get the model into game, you can add thrusters, guns and missile points with PCS2.
Title: Re: Blender to POF conversions!!!
Post by: Water on December 24, 2010, 05:45:00 am
To create hierarchy.

Select objects, but the last one selected needs to be the parent (detail0) then Control P.
To remove from the hierarchy is Alt P.
Title: Re: Blender to POF conversions!!!
Post by: FreeSpaceFreak on December 25, 2010, 02:44:06 am
What Dragon said. I suggest you use Blender only for setting up the ship model itself; adding thrusters, weapons, turret firing points and all that stuff is much easier in PCS2.
Title: Re: Blender to POF conversions!!!
Post by: bigchunk1 on December 25, 2010, 03:32:15 am
I just took the ship out for its first ever test flight! Thanks to everyone who posted here, I finally was able to get it to work. It's still got some kinks to work out, Eg fire points aren't properly aligned and secondary weapons appear as primaries, but it's one heck of a start.

What a relief it was to see it work in game. This was a great holiday gift HLP, thanks much!

Dragon & FSF: right now I got it to work in blender, but I'll be sure to take a look at PCS2 in the near future.