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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Master_of_the_blade on September 19, 2012, 08:43:17 am

Title: Skyboxes
Post by: Master_of_the_blade on September 19, 2012, 08:43:17 am
I have looked around but didn't find the answer. How do i add a skybox generated in Starscape into fso?
Title: Re: Skyboxes
Post by: Dragon on September 19, 2012, 12:12:53 pm
http://www.hard-light.net/forums/index.php?topic=73770.0
There's a thread on this very board.
Title: Re: Skyboxes
Post by: Master_of_the_blade on September 19, 2012, 01:24:42 pm
Ive read it but it doesnt tell you exactly what to to with the exported files. There are no .pof files. Only ogre dlls and the pictures for the skybox.
Title: Re: Skyboxes
Post by: rscaper1070 on September 19, 2012, 01:29:32 pm
Just grab the pof from a mod that uses skyboxs. Blue Planet has them. Then assign your pictures to the pof.
Title: Re: Skyboxes
Post by: Master_of_the_blade on September 20, 2012, 05:12:01 am
Where is it?

Edit: I created my own using 3ds max(a box with the required textures which i flipped). Theres no option to export it to .pof or any PSC2 compatible format. What do i do now?
Title: Re: Skyboxes
Post by: redsniper on September 20, 2012, 08:51:50 am
Export to .dae? I think we used to have some sort of max export script, but I'm pretty sure it's defunct now.
Title: Re: Skyboxes
Post by: Solatar on September 20, 2012, 09:18:16 am
*delurks*

Most mods use spherical boxes, I think.  Dragon already linked it, but there's a cube box .pof ready to go at the very bottom of the first post, just replace the textures in PCS.
http://www.hard-light.net/forums/index.php?topic=67899.msg1340638#msg1340638
Title: Re: Skyboxes
Post by: rscaper1070 on September 20, 2012, 02:29:02 pm
In Blue Planet look in visuals1 VP, it's called earthskybox.

In order to export models from Max to DAE your going to need OpenCOLLADA. Max's native collada plugin won't work.

Download at....

http://code.google.com/p/opencollada/downloads/list (http://code.google.com/p/opencollada/downloads/list)
Title: Re: Skyboxes
Post by: Master_of_the_blade on September 20, 2012, 02:46:48 pm
Thanks a lot man!
Though i did create a big one in 3ds max.
How do i use that plugin? I installed it. Do i just export to dae like normal?
Also, how do i convert DAE to pof?
Title: Re: Skyboxes
Post by: rscaper1070 on September 20, 2012, 03:00:05 pm
When you export a model choose OpenCollada from the list and then convert to POF with PSC2.
Title: Re: Skyboxes
Post by: Master_of_the_blade on September 20, 2012, 03:27:49 pm
Well, it exported with open collada. I just dont see anything in in PCS2 after loading.
Here are the Max, obj and dae files(depending on your program).
I will now try to import the box i downloaded and slapping textures on it.

Edit: I downloaded a PCS 2.1 alpha I found. It is not loading pof files. Stops 3/4 way through  :mad: :banghead:

[attachment removed and sold on the black market]
Title: Re: Skyboxes
Post by: Angelus on September 21, 2012, 03:40:06 pm
Well, it exported with open collada. I just dont see anything in in PCS2 after loading.
Here are the Max, obj and dae files(depending on your program).
I will now try to import the box i downloaded and slapping textures on it.

Edit: I downloaded a PCS 2.1 alpha I found. It is not loading pof files. Stops 3/4 way through  :mad: :banghead:
The conversion proces with Max goes like this:

name your box "detail0" without the quotes. Move the pivot point to the center of the cube, then make sure the cube is at 0,0,0.
Create a helper (dummy), name it "center_detail0" and move it to 0,0,0.
Reset X-form then export.
Load it up in PCS2 and save it to pof.





Title: Re: Skyboxes
Post by: Master_of_the_blade on September 22, 2012, 12:24:58 am
Well, it exported with open collada. I just dont see anything in in PCS2 after loading.
Here are the Max, obj and dae files(depending on your program).
I will now try to import the box i downloaded and slapping textures on it.

Edit: I downloaded a PCS 2.1 alpha I found. It is not loading pof files. Stops 3/4 way through  :mad: :banghead:
The conversion proces with Max goes like this:

name your box "detail0" without the quotes. Move the pivot point to the center of the cube, then make sure the cube is at 0,0,0.
Create a helper (dummy), name it "center_detail0" and move it to 0,0,0.
Reset X-form then export.
Load it up in PCS2 and save it to pof.

Thank you. I shall try this. Lol, I sent you a PM asking this before I saw the thread.

Edit:I have Max 2012 and PCS 2 shows nothing.
Title: Re: Skyboxes
Post by: Angelus on September 22, 2012, 05:31:03 am
Well, it exported with open collada. I just dont see anything in in PCS2 after loading.
Here are the Max, obj and dae files(depending on your program).
I will now try to import the box i downloaded and slapping textures on it.

Edit: I downloaded a PCS 2.1 alpha I found. It is not loading pof files. Stops 3/4 way through  :mad: :banghead:
The conversion proces with Max goes like this:

name your box "detail0" without the quotes. Move the pivot point to the center of the cube, then make sure the cube is at 0,0,0.
Create a helper (dummy), name it "center_detail0" and move it to 0,0,0.
Reset X-form then export.
Load it up in PCS2 and save it to pof.

Thank you. I shall try this. Lol, I sent you a PM asking this before I saw the thread.

Edit:I have Max 2012 and PCS 2 shows nothing.


Then you're out of luck, i'm afraid.
All Max versions past 2011 are incompatible with the OpenCollada exporter - which btw, pisses me off to no end.
The build-in Collada Exporter exports, on a good day, the model ( you see it in PCS2), but it lacks UV/ Texture coordinates*.

You could get Max 2011/ 2010 but that be a expensive route. Alternatively, export the model to either .obj or .3ds open it in Blender and export it from there to .dae.


*actually The UVs are there, it seems that PCS2 can't "read" them.
Title: Re: Skyboxes
Post by: Master_of_the_blade on September 22, 2012, 06:33:24 am
Still nothing in PSC 2.
Title: Re: Skyboxes
Post by: rscaper1070 on September 22, 2012, 12:29:41 pm
Quote
All Max versions past 2011 are incompatible with the OpenCollada exporter - which btw, pisses me off to no end..

This is incorrect, I've been using OpenCollada 1.3.1 with Max 2012 for months now. It works. I don't know why there isn't any information out there though.

Title: Re: Skyboxes
Post by: Angelus on September 22, 2012, 12:34:12 pm
Quote
All Max versions past 2011 are incompatible with the OpenCollada exporter - which btw, pisses me off to no end..

This is incorrect, I've been using OpenCollada 1.3.1 with Max 2012 for months now. It works. I don't know why there isn't any information out there though.

Please tell me, how did you managed to get it to work with 2012?
Mind copying the .dle file (and other asociated files) from your Max plugin folder and share it with us?
Title: Re: Skyboxes
Post by: rscaper1070 on September 22, 2012, 12:48:27 pm
Here are the msi files, I have x64 and x86. Like I said, this has been working for me but I don't know why they pulled the version from their site. I haven't noticed any bugs or anything like that.

http://www.mediafire.com/?5wvn86w6nfiklam (http://www.mediafire.com/?5wvn86w6nfiklam)

Here's the google code links:

http://code.google.com/p/opencollada/ (http://code.google.com/p/opencollada/)
Title: Re: Skyboxes
Post by: Quanto on September 23, 2012, 12:37:23 am
I'd also like to point out that Space Engine (http://en.spaceengine.org/load) also has an excellent skybox exporter.
I'd recommend it above and beyond all other methods.

This is a skybox I made using it:
(http://i1246.photobucket.com/albums/gg613/elQuanto/screen0000.jpg)
Title: Re: Skyboxes
Post by: Master_of_the_blade on September 23, 2012, 02:36:31 am
Isnt Space engine a space exploration program?
Are planets also part of the skybox or they can be placed later in FRED? What about lighting directions?
Title: Re: Skyboxes
Post by: Quanto on September 23, 2012, 03:17:50 am
A skybox is simply an inverted cube with six images stitched together. SpaceEngine creates those six images from wherever you point the camera in your explorations. You can add additional planets and things to the skybox in fred if you please, but I wouldn't recommended it. The only thing that should be added in the background in fred is a sun. From there, the skybox render should be it.
Title: Re: Skyboxes
Post by: Master_of_the_blade on September 23, 2012, 10:49:47 am
What about the addition of Earth and other planets in mods?
Anyways, there seems to be no way of getting models from 3ds max to the game.
Title: Re: Skyboxes
Post by: General Battuta on September 23, 2012, 10:53:22 am
What about the addition of Earth and other planets in mods?

Those are simply images on one face of the skybox.
Title: Re: Skyboxes
Post by: Angelus on September 23, 2012, 10:53:54 am
What about the addition of Earth and other planets in mods?
Anyways, there seems to be no way of getting models from 3ds max to the game.

As i said previously, there is.
Either via Max 2011 or via Blender ( Max--> .obj --> Blender --> .dae).

I wasn't able to make the OpenCollada exporter work with 2012.
Title: Re: Skyboxes
Post by: Master_of_the_blade on September 23, 2012, 11:16:23 am
That didn't work.
Title: Re: Skyboxes
Post by: rscaper1070 on September 23, 2012, 04:31:03 pm
I don't know what's going wrong for you guys. I just converted a cube from Max 2012 to PCS2 to make sure I wasn't mistaken and it worked. The only real difference from Angelus's conversion steps was that I named it "detail-0" like it says to in Styxx's POF Conversion (http://www.hard-light.net/wiki/index.php/Styxx%27s_POF_Conversion_plugin_for_3D_Studio_Max) notes in the wiki, but that probably isn't it. I also made sure I had a texture applied. So I have no idea what's up, but I do know it works.

(http://imageshack.us/a/img710/2275/cubec.jpg)
Title: Re: Skyboxes
Post by: Droid803 on September 23, 2012, 04:49:03 pm
NO DO NOT USE THAT EXPORTER.
Yes, there's not working Collada exporter with Max 2012, but that does not mean you should be using the old Max->Pof exporter, which, if you do not know what you're doing, will produce crap 99% of the time. And let me assure you, if your name is not Spoon, you do not know what you are doing with it.

Get an older version of max (I use 2009). From 2012, export to FBX (2009 compatibilty) open w/ 2009 and export to DAE.

I don't understand why you need to export a new skybox anyway - the one by HT works perfectly if you set it up right.
Title: Re: Skyboxes
Post by: rscaper1070 on September 23, 2012, 04:52:51 pm
Yes, I know, I didn't. The Collada wiki page says...

Quote
The conventions for a DAE file will be similar to those for Styxx's POF Conversion plugin for 3D Studio Max. All major modelings apps should be able to understand a model that follows these conventions.

Those are the conventions I followed and the Collada plug-in worked.
Title: Re: Skyboxes
Post by: Droid803 on September 23, 2012, 04:55:02 pm
Sorry, I freaked out because uh, I hate the fact that that exporter even exists. People keep asking me to fix the crap it produced years back, when there's no real way to effectively do so without the source files because they're *totally ****ed*, like they either refuse to export to DAE/crash PCS2 on export/crash Max on import, or just have horrendous geometry errors that take forever to fix.

Did you use Autodesk Collada, or OpenCollada plugin for DAE?
Because IIRC (from BWO), OpenCollada doesn't work with 2012 unless its been updated?
Title: Re: Skyboxes
Post by: rscaper1070 on September 23, 2012, 04:58:34 pm
The OpenCollada plug-in that I linked to earlier in the thread is the one I've been using and as far as I can tell it works.
Title: Re: Skyboxes
Post by: Master_of_the_blade on September 25, 2012, 07:20:52 am
The Open Collada plugin works. Ive successfully exported to .dae.
Only problem is that the PCS 2.1 Alpha I have doesnt import anything. Not even pof. It just does not load it.
Title: Re: Skyboxes
Post by: Droid803 on September 25, 2012, 02:05:15 pm
Maybe try a different PCS2 build.
Title: Re: Skyboxes
Post by: rscaper1070 on September 25, 2012, 02:35:13 pm
PCS 2.1 Alpha is the build I'm using and it works. I'm actually starting to think it is naming the model with a hyphen, like "detail-0" instead of "detail0", that's making the difference. Don't ask me why. I've tried various tests and that seems to be the factor that keeps the model from showing up in PCS2. The other thing it could be is OpenCollada's export settings. Mine look like these...

(http://imageshack.us/a/img208/8980/export01.jpg)
Title: Re: Skyboxes
Post by: Droid803 on September 25, 2012, 02:38:20 pm
But it should be reading detail0, not detail-0. On 2009, it works without the hyphen and not with it.
If his PCS2 isn't even opening POFs then I think that its not a max problem :P
Title: Re: Skyboxes
Post by: mjn.mixael on September 25, 2012, 03:55:27 pm
All you need to check for OpenCollada is 'Normals' and 'Triangulate' (unless you've done this yourself). The rest aren't read by PCS2, so might as well remove them to cut down on possible issues.
Title: Re: Skyboxes
Post by: Master_of_the_blade on September 27, 2012, 05:07:45 am
I'd already done that. PCS2.1 loads the file but theres nothing there. No mass, no properties. Nothing crashes. Ive named the central box center_detail0. Tried gain with centerdetail0.
My outer box is called detail0.
Title: Re: Skyboxes
Post by: rscaper1070 on September 27, 2012, 05:15:48 am
Did you try naming the object "detail-0" and the dummy "center_detail-0"? In my tests that's what made the difference. If you are using Max 2012, and you are using the OpenCollada plugin, that seems to be what you have to do.

 Also, are you not able to load pof's? If that's the case I'd delete the PCS2 folder and re-download a new copy from the "Tools" board.
Title: Re: Skyboxes
Post by: Master_of_the_blade on October 01, 2012, 01:18:44 am
I re downloaded a copy from the tools board. It WILL.NOT.WORK

:'(
Title: Re: Skyboxes
Post by: Master_of_the_blade on October 09, 2012, 12:08:35 pm
*bump*