Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: k7g on May 26, 2011, 06:37:18 pm

Title: Ship design format
Post by: k7g on May 26, 2011, 06:37:18 pm
Guys i'm wondering what is the format required in the creation for ships for freespace 2. I've tried to use the format that PCS2 shows but it still does not load the model of the ship all i get is a blank area :mad:, but i can still select the sub-models :mad:. I'm using TrueSpace 7 with the TureSpace add-on. May i have some help pls :confused:.
just give like a sample of the listing required for it thx
Title: Re: Ship design format
Post by: Droid803 on May 26, 2011, 06:44:57 pm
Don't use true****. If you use it you deserve to have your models not work, because people will have to clean up after the mess it makes anyway.

Get blender use collada(dae).
Title: Re: Ship design format
Post by: k7g on May 26, 2011, 07:15:45 pm
ok thx i'll download it straight away  :lol:

ok i got it and installed, no what? :confused:
Title: Re: Ship design format
Post by: Angelus on May 26, 2011, 07:17:27 pm
Yeah, Blender is better for models, an alternative is Wings 3D ( both free).

And to answer your question: iirc, you have to save the model in Truespace 6. something format.
Title: Re: Ship design format
Post by: FreeSpaceFreak on May 28, 2011, 04:13:55 am
Blender to POF conversions (http://www.hard-light.net/wiki/index.php/Blender_to_POF_conversions). Alternatively, full tutorial on creating ships in Blender (http://www.hard-light.net/forums/index.php?topic=74591.0). Look around, there's plenty of information on the forums and the Wiki :P
Title: Re: Ship design format
Post by: starbug on May 28, 2011, 06:01:17 am
What about 3ds max? as thats is the 3d modelling software i have bought, is that any good for freespace 2?
Title: Re: Ship design format
Post by: headdie on May 28, 2011, 06:09:28 am
Max works, again I think there are tutorials on the wiki about using it
Title: Re: Ship design format
Post by: The E on May 28, 2011, 06:48:11 am
The important part about any modelling program is that it needs to be able to save in a format that PCS2 can read. For the moment, the best format available (as in most supported) is COLLADA 1.4 (.dae extension).
Title: Re: Ship design format
Post by: Rampage on May 28, 2011, 08:12:20 am
Yeah, Blender is better for models, an alternative is Wings 3D ( both free).

Blender has a high learning curve whereas Wings3D does not.  You could do what some people such as myself do - (1) create the mesh and UVmap it using Wings3D and (2) use Blender to put it together (LODs, debris, hierarchy, smoothing, etc.) for export.

Blender to POF conversions (http://www.hard-light.net/wiki/index.php/Blender_to_POF_conversions). Alternatively, full tutorial on creating ships in Blender (http://www.hard-light.net/forums/index.php?topic=74591.0). Look around, there's plenty of information on the forums and the Wiki :P

You should also go on YouTube and search for Blender tutorials.  Blender is a program whose interface relies heavily upon memorized hotkeys.  As you watch those videos, make sure you memorize those hotkeys.

What about 3ds max? as thats is the 3d modelling software i have bought...

You bought 3DS Max?  Really?  Want to buy me and the rest of the Inferno Team a steak dinner?  Just kidding.

-R
Title: Re: Ship design format
Post by: Angelus on May 28, 2011, 08:43:26 am
What about 3ds max? as thats is the 3d modelling software i have bought, is that any good for freespace 2?


Max is a excellent choice, but a bit pricey.
Though the UI alone almost justifies the price ( compared to Truespace, Blender and co ).  :P
And remember to avoid booleans like the plague.
Title: Re: Ship design format
Post by: Black Wolf on May 28, 2011, 11:42:15 am
Ignore that, booleans work fine if you're sensible with them. I use max and booleans all the time.
Title: Re: Ship design format
Post by: Shivan Hunter on May 28, 2011, 01:24:28 pm
Booleans are the GVF Serapis of modelling techniques, meaning QuantumDelta will one-shot you if you use them

Also, Wings3D is much easier than Blender for actual modelling, because it's simpler. Blender is usually necessary for hierarchy/center points/smoothing though.
Title: Re: Ship design format
Post by: Droid803 on May 28, 2011, 01:29:11 pm
If you use Wings3D, you're going to have to learn bits of blender anyway (unless you forever want to be a cripple that relies on other people to actually finish off your models).
Why not just learn Blender off the bat?
Title: Re: Ship design format
Post by: Angelus on May 28, 2011, 03:17:34 pm
If you use Wings3D, you're going to have to learn bits of blender anyway (unless you forever want to be a cripple that relies on other people to actually finish off your models).
Why not just learn Blender off the bat?

Because he has already bought Max.  :P
And in Max he can do everything needed to finish a model, without the need for a another software.
Title: Re: Ship design format
Post by: Droid803 on May 28, 2011, 03:24:35 pm
Yes, I know. I use max.
I see no reason to use Wings3D, if you're starting off learning modelling from scratch, that's all.

Sure blender has a tougher learning curve, but you're going to have to mess with it if you're using Wings anyway...so...
Title: Re: Ship design format
Post by: headdie on May 28, 2011, 04:02:33 pm
I suppose if you are only using blender for hierarchy/centres then you only need to learn 1 shortcut which is for parenting, centering has to be done in menu iirc.

Anyhow I think the learning curve is massively overstated for blender.  I went from near total 3D novice (done a little map making in World Hammer and UTedit but that's subtractive and generally a different ball game in most respects) to being able to produce PCS2 ready models inside a year with rotating subsystems, Turrets, Lods and debris.
Title: Re: Ship design format
Post by: Black Wolf on May 28, 2011, 06:16:17 pm
Booleans are the GVF Serapis of modelling techniques, meaning QuantumDelta will one-shot you if you use them

This is such a lie, and needs to be gotten out of these kinds of threads. :doubt:

Using Booleans does not make your mesh unstable, or unusable in Freespace, or make conversion to pof impossible. There is no reason not to use booleans if you know what you're doing. And all that that entails is making sure that your geometry is clean - something you should be doing regardless of how you created it. Make sure you have no zero-area faces, unwelded verts occupying the same point or anything like that and booleans are fine.
Title: Re: Ship design format
Post by: Vengence on May 29, 2011, 10:21:10 am
If you already have 3DS Max then you're frankly all set and good to go... just get good at using it. Read tutorials and read books. That's really all that matters and then getting some practice. Also get the collada exporter for 3DS as well, you'll need it.

And Black Wolf is very right  ;). I boolean all the time but I'm experienced and skilled enough to know how to use it and clean up after it. I rarely do a model without some kind of boolean.
Title: Re: Ship design format
Post by: starbug on May 30, 2011, 05:21:42 am
Quote
You bought 3DS Max?  Really?  Want to buy me and the rest of the Inferno Team a steak dinner?  Just kidding.

Yeah i bought the educational suite which includes max2011 32bit, 64bit, maya, mudbox, the whole lot. I paid £150 for it. One of the many advantages of being a student. Also autodesk did have an offer on where they were giving it away for free with a 3 year licence if you provide your student details. Not sure if that offer is still on.

Also how do you like your steak  ;) ?

EDIT, Vengence can you recommend any good books? I have got Owen Demers digital lighting and Rendering and Texturing and Painting. Required for my uni course.
Title: Re: Ship design format
Post by: Quanto on May 30, 2011, 08:47:24 am
The best books you can use are the ones for your uni course.
Follow the course to the letter, and in your free time, load up the Joan of Arc (http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.php) tutorial and complete it. That will set you one the right path to good modelling technique.
Title: Re: Ship design format
Post by: PeterX on June 01, 2011, 10:14:25 am
Can GMax also do that,or have it to be 3DSMax?
Peter
Title: Re: Ship design format
Post by: Angelus on June 01, 2011, 10:31:53 am
GMax is a stripped down version of Max, which lacks, iirc, the render options and animation.
While you can use it to build the mesh, it's recommended to use either Blender or 3DSMax, unless you can UV and export to .dae with GMax.
Title: Re: Ship design format
Post by: headdie on June 01, 2011, 02:37:06 pm
i started off looking at gmax and at the time it was a pita (I completely failed) to find a free program that would read any of the files it saves or exports to.

in the end i settled on blender
Title: Re: Ship design format
Post by: rhettro on June 07, 2011, 12:04:44 pm
Gmax has a really nice modeling engine, but as stated you need another program to convert it to file format that PCS or Blender can read.  I believe Milkshape does it but it cost something like $30.  A better option is to stick with Blender. 

Title: Re: Ship design format
Post by: Black Wolf on June 07, 2011, 05:32:56 pm
GMax is fine, but the only easy way to get models out is with the .md3 exporter. From there you can UV in Lith, but you're going to need to re-import somewhere else for conversion and smoothgroups.
Title: Re: Ship design format
Post by: PeterX on June 08, 2011, 01:09:01 pm
Then i continue to learn about the interface of Blender. Thanks for the advice.
Peter