Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: mralexs on August 07, 2011, 09:11:16 am

Title: Freespace model porting
Post by: mralexs on August 07, 2011, 09:11:16 am
Hey, i just wanted to know if it is possible to port models from Freespace to the Source engine from VALVe.
Title: Re: Freespace model porting
Post by: pecenipicek on August 07, 2011, 09:21:52 am
Yes, you just need to convert them from pof to dae, then import to whichever app you know that can export to valve's model format. As a side question, why?
Title: Re: Freespace model porting
Post by: mralexs on August 07, 2011, 09:33:05 am
i wanna port em' over to Garry's Mod
Title: Re: Freespace model porting
Post by: Deadly in a Shadow on August 07, 2011, 09:56:40 am
Oh, a terrorists attack on the Lucifer?
Title: Re: Freespace model porting
Post by: pecenipicek on August 07, 2011, 10:00:01 am
i wanna port em' over to Garry's Mod
Figured...


Do note, that unless rescaled heavily, everything will be "OMFG HUEG!" in GMod, with most capships possibly  definitely clipping map boundaries. Unless i completely missed the average Source engine map sizes.
Title: Re: Freespace model porting
Post by: mralexs on August 07, 2011, 10:50:55 am
ahh, ok. thanks for the help.
Title: Re: Freespace model porting
Post by: X3N0-Life-Form on August 07, 2011, 04:16:10 pm
I want my 1:1 Sathanas on Garry's Mod :P
Title: Re: Freespace model porting
Post by: mralexs on December 19, 2011, 11:01:28 pm
ok, i did it, but they are very tiny...
Title: Re: Freespace model porting
Post by: LordMelvin on December 19, 2011, 11:07:23 pm
then you dropped a decimal point somewhere in the conversion process. Figure out where and add it back in.
Title: Re: Freespace model porting
Post by: mralexs on December 20, 2011, 09:05:51 am
no, i believe that freespace is not on the same scale of Half-Life, in order to cram more ships into missions
Title: Re: Freespace model porting
Post by: Dragon on December 20, 2011, 09:44:54 am
Well, not really to cram more ships into mission, but these engines run on completely different rules, so model size could be interpreted differently by each of them.
You need to adjust the size, that's all. Note, for HL the "basic" object is roughly 2m tall humanoid, and for FS, a 20m long fighter. It's understandable that model scale would be done differently for both of them.
Title: Re: Freespace model porting
Post by: pecenipicek on December 20, 2011, 09:52:35 am
are you implying that a 1 meter in FSO != 1 meter in Source engine? Seriously? Its a scaling error, and the fella needs to upscale the stuff.
Title: Re: Freespace model porting
Post by: The E on December 20, 2011, 09:58:11 am
Yep, I'm pretty sure this is just some scale not being set correctly somewhere in the conversion pipeline. Scaling information can and will be lost when converting through several different model formats.
Title: Re: Freespace model porting
Post by: MatthTheGeek on December 20, 2011, 10:10:02 am
It could be that one size unit in Source != 1 meter. I remember issues when converting from HW1 to HW2 because HW1 used feet as its standard size unit or some other retarded imperial unit.