Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Hellequin on May 21, 2012, 05:12:38 pm

Title: bringing pof to blender (question, not a guide)
Post by: Hellequin on May 21, 2012, 05:12:38 pm
I'm trying to modify the Triton cargo container in blender. From what I understand, I'm supposed to save the .pof as .dae in pcs2 and then import the .dae in blender. So I extracted what I believe to be the correct pof from sparky_fs2.vp which is named cargo2t-01.pof. And this is what I got in blender,

(http://i1254.photobucket.com/albums/hh616/hellequin04/TC-TRImodel.jpg)

which is made up these separate parts plus those three axes in the back,

(http://i1254.photobucket.com/albums/hh616/hellequin04/TC-TRImodelseparate.jpg)

Incidentally, when I viewed it in pcs2, it only looked like a big box with 6 small boxes attached to the sides and lacked any details like beveling or the small extrusions on the surface of the model.

I do remember that the wiki says there may be loss of data in the process but maybe I just missed something. I'm still new to modelling. My knowledge of blender is pretty much basic camera movement and object manipulation (grabbing, scaling, rotating, duplicating, loop cuts), making some extrusions, mirroring, and making cuts using the boolean modifier.

I might be over my head on this but I would like to know if there is a way to preserve the model when bringing pof into blender or if the only way would be to actually make the model from scratch.
Title: Re: bringing pof to blender
Post by: BlasterNT on May 21, 2012, 05:34:57 pm
My first thought would be that all those parts are LODs and debris.  Check the names of the various objects.  You'll want to use detail0 as the base. 
Title: Re: bringing pof to blender
Post by: headdie on May 21, 2012, 05:44:09 pm
I notice from the screens that you are using 2.5/2.6 I dont know if this has been corrected but the builds i have tried have had issues with the Collada scripts which deal with dae and dae 1.4 which is what PCS2 uses.

Try importing to 2.49 using the script provided in the wiki and see if that helps the matter.

The changes between 2.49 and 2.5 onwards to my experience seem to break the scrips :(
Title: Re: bringing pof to blender
Post by: Hellequin on May 21, 2012, 07:09:35 pm
You're right, Blaster. Those extra shapes were debris. But the detail0 still is missing a lot of the details. I'll try using 2.49 and see what happens.
Title: Re: bringing pof to blender
Post by: Shivan Hunter on May 21, 2012, 08:31:19 pm
from sparky_fs2.vp

Incidentally, when I viewed it in pcs2, it only looked like a big box with 6 small boxes attached to the sides and lacked any details like beveling or the small extrusions on the surface of the model.

So, what did you expect? You're not missing any detail, since you're using the old FS2 model. The current MediaVPs container certainly wouldn't have played well with your average 1999 computer.

Do the same thing, except get the model from the MV_assets.vp in your mediavps_3612 folder.
Title: Re: bringing pof to blender
Post by: Rampage on May 21, 2012, 10:47:24 pm
The title of this thread is wickedly deceptive - - - I had thought that you wrote a script that will allow importation of POFs directly into the Blender environment.  :sigh:  Shouldn't have gotten hopes up.

R
Title: Re: bringing pof to blender (question, not a guide)
Post by: Hellequin on May 22, 2012, 02:55:28 am
Aha, thanks Hunter.   :yes:
Title: Re: bringing pof to blender (question, not a guide)
Post by: mralexs on May 22, 2012, 05:29:04 am
Its pulling every detail version of the model, from lowtest FS2 graphical (as you see it far away) to normal. you only want detail1 if you want to export it, so delete the rest (unless you port a fighter/bomber, make sure you don't delete any cockpit stuff).
Title: Re: bringing pof to blender (question, not a guide)
Post by: FreeSpaceFreak on May 22, 2012, 01:22:39 pm
You only want detail0 if you want to export it, so delete the rest (unless you port a fighter/bomber, make sure you don't delete any cockpit stuff).

FTFY
Title: Re: bringing pof to blender (question, not a guide)
Post by: The Dagger on May 22, 2012, 04:52:43 pm
Where are you extracting the model from?
The retail model looks like the one you're showing.

EDIT: I just read that you extracted the retail version from sparky_fs2.vp.
For the more detailed version, you should extract the pof file from the MediaVPS, it's in MV_Assets.vp.
This is what I got:

(http://i1169.photobucket.com/albums/r503/Dagguerreotype/Misc/Cargo.png)
Title: Re: bringing pof to blender (question, not a guide)
Post by: mralexs on May 22, 2012, 05:18:24 pm
You only want detail0 if you want to export it, so delete the rest (unless you port a fighter/bomber, make sure you don't delete any cockpit stuff).

FTFY


Crap, I just NOW caught myself on that XD
Title: Re: bringing pof to blender (question, not a guide)
Post by: Water on May 27, 2012, 07:08:36 am
Another useful thing is to edit the .dae. Search and replace .tga with .dds (for the mvp version to preserve the textures)
Have the textures in the same folder as the dae.