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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Rampage on July 17, 2001, 06:51:00 pm

Title: Some Assistance Required
Post by: Rampage on July 17, 2001, 06:51:00 pm
I have completed my model.  But now I want to know the steps and processes of turning this model into a valid FS2 POF file.

I need to know how a poly-reduce, how to make debris, how to make thrusters and thruster models, how to make turrets, how to make other LODs, ect.  (That kind of crap.)

PLEASE HELP!

Rampage

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Title: Some Assistance Required
Post by: Joey_21 on July 17, 2001, 07:14:00 pm
 
Quote
Originally posted by Rampage:
thrusters and thruster models

You don't need to. Just use PCS and goto the FUEL, add a glow point, set a radius, make the normal -1, set a location, and presto!

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Title: Some Assistance Required
Post by: Nico on July 18, 2001, 06:38:00 am
that's for thruster glows joey, not for thruster flames. well, for the model, you amke it like you would do for any other model. the UVmapping musn't be tilled. there's a thing with where axis must be, but I never made any working hruster by myself (I let woomeister convert this for me), so I can't help you for the rest
Title: Some Assistance Required
Post by: Rampage on July 18, 2001, 08:05:00 pm
Come on boys, keep them comin'!  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

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Title: Some Assistance Required
Post by: aldo_14 on July 19, 2001, 05:06:00 am
(All gluing is as sibling)

Debris

Get some objects that look as if the ships been torn apart - I use blender, so I make debris by delecting big chunks of the ship, filling in the resulting holes, and then shifting the vertices a bit to make the remaining ship look collapsed and buckled.  Fighter debris, however, can just be a small chunk.

Then save, and texture... for a small piece of debris, i.e. fighter, you can get away with a uniform map- damage.pcx (look in the VP).  with larger debris, it looks better to chuck in some hull maps where they ould have been on the main model, just to make it look better.

Now the easy part.... glue a light to your debris object.  Name this combo 'debris', and glue it to the main hull (LOD1).  all debris is named 'debris' - the numbering doesn't matter.

And bingo - debris!!

LOD

LODs work in much the same way, except the combo names have to be detail1 (LOD2), detail2 and detail3.

Polyreducing depends on what you're using to both texture and make the models...
-You can use vertex welding in newer versions of TS, to 'merge' several vertices
-  There is also a, quite frankly, useless Poly reducing tool in later versions of TS
- But apparently the one in 3ds Max is good, so you could try finding someone with a copy (if necessary)
- Or, the last and purissts choice would be to make all 4 LOD models seperately... if you're nuts.

With more modern PCs, LODs aren't as necessarry as before, although I always make them as I have a crap PC.

As for thrusters and turrets, search the board for them....  there are quite a few topics which put it clearer than I could.

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Title: Some Assistance Required
Post by: Setekh on July 19, 2001, 08:37:00 am
You guys are... amazing. Keep up the good work.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Title: Some Assistance Required
Post by: Sushi on July 19, 2001, 03:02:00 pm
Three questions:

Is there any way to build this hierarchy without Truespace?

You can do all of that in TS1, right? If so, I've got some downloading to do...


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Title: Some Assistance Required
Post by: Rampage on July 19, 2001, 06:43:00 pm
Ok, one more question.  I have a readily made model with me right now as I pen (well, type) this reply and I kinda messed up the axis during modeling.  (The Z axis is the x axis.)  I have noticed the difference in normal 3D Cartesian axis and FS2 axis.  But this is a problem with Truespace.  Please assist.
Title: Some Assistance Required
Post by: QXMX on July 20, 2001, 12:17:00 am
Just try rotating it around the vertical axis until it comes up facing forward and left in modelview.  Then you'll know it's facing in the right direction.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

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Title: Some Assistance Required
Post by: Rampage on July 20, 2001, 11:15:00 am
Thanks guys!

PS: Give credit to all who posted here when releasing the model.   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

Another question guys.  If I want to divide my model into different segments so one would "rotate" around some axis in Freespace 2, how would I do that in Truespace?

I got 3D MAX; how do you poly reduce in 3D MAX?
Title: Some Assistance Required
Post by: Joey_21 on July 20, 2001, 11:22:00 am
 
Quote
Originally posted by venom2506:
that's for thruster glows joey, not for thruster flames

Well, what would you need a thruster flame model for if you can already have a glow?
Title: Some Assistance Required
Post by: Nico on July 20, 2001, 12:28:00 pm
because it looks way better to have both?
Title: Some Assistance Required
Post by: Joey_21 on July 20, 2001, 02:10:00 pm
 
Quote
Originally posted by venom2506:
because it looks way better to have both?

Ummm, what's the difference.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Title: Some Assistance Required
Post by: Nico on July 20, 2001, 02:38:00 pm
ok... glows are the round bitmap, thruster flames are a model with animated fire on it... I think it's "quite" different.
Title: Some Assistance Required
Post by: Joey_21 on July 20, 2001, 02:43:00 pm
 
Quote
Originally posted by venom2506:
ok... glows are the round bitmap, thruster flames are a model with animated fire on it... I think it's "quite" different.

Heheh, I never noticed that before. I'll have to try that sometime...
Title: Some Assistance Required
Post by: Rampage on July 21, 2001, 06:04:00 pm
How do you poly-reduce in 3D MAX?
Title: Some Assistance Required
Post by: Nico on July 21, 2001, 06:26:00 pm
you weld the vertices, I know no other way.
Title: Some Assistance Required
Post by: Sushi on July 21, 2001, 08:39:00 pm
 
Quote
Originally posted by Sushi:
Two questions:

Is there any way to build this hierarchy without Truespace?

You can do all of that in TS1, right? If so, I've got some downloading to do...


?  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

------------------
Sushi- the OTHER white meat!

Accelerate your game-Velocity Mod ("http://sushicw.homestead.com/files/freespace/velocity.htm")
Sushi's Freespace Zone ("http://sushicw.homestead.com/files/freespace/index.htm")-Future home of loads of cool stuff.
Title: Some Assistance Required
Post by: WraithHost on July 23, 2001, 05:02:00 pm
you can polly reduce in 3ds MAX by using a tool called optimise to combine faces that are facing in similar directions.
It's on the top toolbar looks like a 2 face polly at the end of an arrow from a 16 face polly. OK bad description but I'm sure you'll find it. I find it can be usefull in moderation but in large angle settings it screws up the geometry a bit.

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Title: Some Assistance Required
Post by: Rampage on July 28, 2001, 06:58:00 pm
Keeping the topic alive.

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Christ
Redeems
All
People

God is Life