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Modding, Mission Design, and Coding => The Modding Workshop => Modding Tutorials => Topic started by: Scooby_Doo on June 05, 2009, 07:35:14 pm

Title: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Scooby_Doo on June 05, 2009, 07:35:14 pm
Warning massive thread below... About fours hours work so it may not always make sense LOL

Converting Max models into pof models and making modelling a bit faster by using templates.

In this tutorial we’re going to be converting a small capship into pcs2. The same methodology holds true for fighters and massive capital ships.  
We’re going to be converting this model, but a lot of the instructions are for all future models too.  I’m going to show you how to create “templates” which will help speed up modeling.

(http://img.photobucket.com/albums/v356/Shodan_AI/Extras/kam1.jpg)

Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: JGZinv on June 05, 2009, 08:23:46 pm
All I can say is wow. Massive amount of work there Scooby.

There's a few items that I'm still sketchy on after reading it, but I'll
at least be honorable enough to go though the process before pointing
them out.

Is it just me, but now that both methods have been described... isn't the
Blender method a lot simpler?
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Scooby_Doo on June 05, 2009, 09:22:02 pm
Well this is more than just converting, I've also thrown in some simlification too (mostly about making templates and the common texture material).  Those need only be one once and afterwards just merge and place.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Vasudan Admiral on June 05, 2009, 09:29:50 pm
Well done Scooby! I hope this helps the max users of HLP - it's about time they got a nice guide. :D
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Scooby_Doo on June 05, 2009, 09:52:24 pm
Thanks  :)

I'll probably be going through it and seeing horribly bad grammar mistakes or total mistakes LOL




Here's the max scripts:
http://scoobydoo.freespacemods.net/Completed/Misc/FreespaceMaxScripts.rar (http://scoobydoo.freespacemods.net/Completed/Misc/FreespaceMaxScripts.rar)




How To Use Engine Number and Turret Number:


How to use the Give them Propertiees:



More info about these:
the Renumbering looks for "engine" or "turret" or "turret-arm" or "turret-destroyed" and rebuilds the name to include the number.  Very useful when you have 30+ turrets that need renumbering LOL

The GiveThemProperties simply adds some pcs2 properties right into the object.  You can view and edit these by simply right clicking on the object->Object Properties->User Defined.  It doesn't care what object(s) is select it adds the basic info needed for physical subsystems.



I was trying to build a script that handles turret normal vectors, but the way max handles arrays and rotations is way different from generic programming.  I have no clue there...

LOL call me old and lazy but the thought of having to do so much repetative work when it can be done with scripts is UGH.....

Edit: Here's a smarter version of give properties: http://scoobydoo.freespacemods.net/Completed/Misc/Freespace-GiveThemProperties.mcr (http://scoobydoo.freespacemods.net/Completed/Misc/Freespace-GiveThemProperties.mcr)



Two more scripts:
Remove all user properties from selected objects: http://scoobydoo.freespacemods.net/Completed/Misc/Freespace-RemoveAllProperties.mcr (http://scoobydoo.freespacemods.net/Completed/Misc/Freespace-RemoveAllProperties.mcr)
This will delete all the properties from all the selected objects.



Renumbers intakes (if anyone uses intake subsystems): [urll]http://scoobydoo.freespacemods.net/Completed/Misc/Freespace-IntakeNumber.mcr[/url]
Just like renumbering thrusters/turrets.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: JGZinv on June 05, 2009, 09:55:53 pm
Do you want me to post what I've written up on how to set up your programs
in order to use collada support?

I've got the Max / PCS2 sections done anyway.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Scooby_Doo on June 05, 2009, 10:09:49 pm
I just use this Collada version: http://www.feelingsoftware.com/component/option,com_docman/task,cat_view/gid,69/Itemid,80/lang,en/ (http://www.feelingsoftware.com/component/option,com_docman/task,cat_view/gid,69/Itemid,80/lang,en/)

It auto-installs.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: JGZinv on June 05, 2009, 10:24:08 pm
Says you have to register to login....  try this instead.


1. Gathering the Necessary Programs.


(*Note that installation will be covered a another section below*)

For 3ds Max users:

3ds Max version 7 or later (a costly modeling suite, but industry standard)
from retail software vendors or online. For this tutorial we will be using
3ds Max 9.

ColladaMax OSS Plugin (an add on tool for 3ds Max)
from https://collada.org/mediawiki/index.php/ColladaMax_OSS

PCS2 (the main application for rigging models after export from
your modeling suite of choice) from:
http://sourceforge.net/project/downloading.php?group_id=26889&filename=PCS2_2.0.1_2008-02-11_Setup.exe&a=36916920

Alternatively - you can pick the file from the Sourceforge list of files here:
http://sourceforge.net/project/showfiles.php?group_id=26889&package_id=53033
Just make sure you get the 2.0.1 > “PCS2_2.0.1_2008-02-11_Setup.exe” file.

PCS2 Support Files
All of these must be installed for PCS2 can run properly.

PCS2 2.0.3 Updated EXE File:
http://scoobydoo.freespacemods.net/Completed/Misc/pcs2.exe

Microsoft Visual Basic 2008 Runtimes Installer:
http://www.microsoft.com/downloads/details.aspx?familyid=A5C84275-3B97-4AB7-A40D-3802B2AF5FC2&displaylang=en

libColladaDOM.dll File:  (7zip files can be opened by WinRar or 7zip utilites)
http://the158th.hard-light.net/spicious/libcollada14dom21.7z


2. Installing the Programs

For 3ds Max users:

Max -

1. Begin by installing 3ds Max if you haven’t already got it installed. If you already
have Max, then just skip to the ColladaMax OSS section below.
If you own a legitimate copy of Max, then you should be able to put the disc in your
drive or otherwise start a “Setup” file to launch the installer.

2. Follow the prompts to install Max. (*Note that it is not recommended to install Max to an
external hard drive due to the lower data transfer speeds over USB and Firewire.*)

3. Once Max has been installed, launch the program by going to your
Start > Programs menu. Depending on which version of Max you installed, the launcher
may be under a “discreet” menu or a “Autodesk” menu.

4. Clear away any pop ups that may appear. Note that the Learning Movies (Max 9)
includes several tutorials that may be of use to beginners.

5. You can close Max down now. Just use the X button at the top right corner of each window.
This completes your install of Max.


ColladaMax OSS –

1.  Find your ColladaMax file that you downloaded earlier and double click on it.

2. The installer will come up and state which versions of Max you have installed, just
clear out the pop ups that appear.

3. Proceed through the license agreement and component setup by clicking yes and install
as needed.

4. The ColladaMax plugin is automatically be added to your plug-ins in Max.


PCS 2 –

1. Begin by installing the Microsoft Visual Basic 2008 Runtimes.
This should have downloaded as a file titled vcredist_x86.exe (*Note if you
run a 64 bit operating system this file name may be slightly different*).


Launch the file and follow the prompts to get it installed, nothing special here.

2. Start by double clicking the PCS2_2.0.1_2008-02-11_Setup.exe file you
obtained earlier. Proceed through the install menus. (*Note that if your install
directory for Freespace 2 or your mod is not C:\Games\Freespace2, then you
need to adjust the path in the installer to match*)


3. Once the 2.0.1 installer is done and closed. You can locate the
pcs2.exe (PCS2 2.0.3 update) file and copy or move it to the main PCS2 directory that
was created when you installed the 2.0.1 version.

The directory should be located at C:\Program Files\POFCS2

Copying or moving the file will overwrite the existing (old 2.0.1) version of the pcs2.exe.
This is fine, so overwrite it.

4. Take the libcollada14dom21.7z file and unpack it using WinRar, 7-zip, or whatever
compression tool you have that accepts 7z files. If you don’t have a compression program,
search for one of the mentioned names on Google. Inside the archive you will find one libColladaDOM.dll file.

Take this file and move or copy it to the same C:\Program Files\POFCS2 folder as you just did with the pcs2.exe.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: chief1983 on June 06, 2009, 11:42:08 am
You could also start with the PCS 2.0.3 installer (http://downloads.sourceforge.net/alliance/PCS2_2.0.3_2008-05-15.exe) instead of 2.0.1.  I'm not sure if just the exe changed or not between versions, if so it doesn't matter since you're overwriting it with the 2.0.3+DAE build anyway.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: JGZinv on June 06, 2009, 12:26:12 pm
I read in one of the threads that Kazan said the 2.0.3 didn't have the dlls
such as the devIL.dll which keeps it from installing. So I went back to one that was known
working.

If he went back and updated it, that's fine, we can save some steps.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Angelus on June 06, 2009, 04:15:40 pm
thx for the great tut, Scooby_Doo! :yes:

This thread should be stickified.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Spoon on June 07, 2009, 06:13:18 am
Had you written this a few months earlier it would have saved me a lot of work/figuring stuff out on my own  :nod:

Excellent tut still :yes:
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: chief1983 on June 07, 2009, 11:18:27 am
Spoon, if you have any tips you can remember as you were just figuring this stuff out, it'd probably be helpful to many beginners if you pointed them out.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Spoon on June 07, 2009, 03:46:34 pm
Spoon, if you have any tips you can remember as you were just figuring this stuff out, it'd probably be helpful to many beginners if you pointed them out.
Yeah you are probably right. Might as well share some of my own experience and methods.

I do things a bit different from Scooby.
I'm using 3ds max 6 with the POF exporter plugin (http://www.hard-light.net/forums/index.php/topic,26260.0.html) which works like a charm for me (just be sure to save your export ready model before exporting). No messing around with scripts required. Just have to link and name your objects correctly.
I'm no expert in textures but I use the Unwrap UVW modifier (plenty of tutorials on the net about that) for putting on textures. It has the disadvantage however that you have to be pretty sure you are done editing the mesh.

One of the small tidbits I learned the hard way is that you have to place your model at coordinates 0,0,0 or stuff like thrusters and firing points will be off center once you put the model ingame (One of those small things that is never mentioned any where). An other thing is to recalculate the moment of Inertia in PCS2. I kept wondering why my ships were getting bounced around when getting hit by mere subachs-7's. 
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Scooby_Doo on June 07, 2009, 04:00:43 pm
The scripts aren't necessary, they're just timesavers.  They just make numbering systems easier  :)
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Spoon on June 07, 2009, 04:35:05 pm
The scripts aren't necessary, they're just timesavers.  They just make numbering systems easier  :)
I see
My head usually starts spinning when I read the words "Script" and "Math" and such. So I'll admit that I didn't really read what exactly the scripts are there for.  :p
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Scooby_Doo on June 07, 2009, 04:59:50 pm
Actually I was attempting to make another script that automatically calculated the up and forward vectors... but like you said.. "Math" and "spinning head" LOL

All the ones I have made automate the numbering system a bit... Instead of having to retype turret01, turret01-arm, turret01-destroyed, turret02, turret02-arm, turret02-destroyed.... (imagine a ship with 30+ turrets), just select the entire turret and click a button  :)
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Spoon on June 07, 2009, 06:33:15 pm
Actually I was attempting to make another script that automatically calculated the up and forward vectors... but like you said.. "Math" and "spinning head" LOL
  :lol:

All the ones I have made automate the numbering system a bit... Instead of having to retype turret01, turret01-arm, turret01-destroyed, turret02, turret02-arm, turret02-destroyed.... (imagine a ship with 30+ turrets), just select the entire turret and click a button  :)
mmmm
The way I do turrets: I model a turret, name it Turret01. Make the barrel, name it TurretBarrel01. Copy that turret&barrel (hold shift, move it. copy) and max automatically gives the copied turret and barrel the name: TurretBarrel02 and Turret02
No manual rename required
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Scooby_Doo on June 07, 2009, 07:17:34 pm
All the ones I have made automate the numbering system a bit... Instead of having to retype turret01, turret01-arm, turret01-destroyed, turret02, turret02-arm, turret02-destroyed.... (imagine a ship with 30+ turrets), just select the entire turret and click a button  :)
mmmm
The way I do turrets: I model a turret, name it Turret01. Make the barrel, name it TurretBarrel01. Copy that turret&barrel (hold shift, move it. copy) and max automatically gives the copied turret and barrel the name: TurretBarrel02 and Turret02
No manual rename required


Unforunately the pcs2 coversion requires turret0X, turret0X-arm, turret0X-destroyed.  If you copy and clone you'll get turret02, turret01-arm01, turret01-destoryed01.

Edit: Also I like to keep seperate copies of all my turrets, that way I can merge them into the current project (also hence the common materials).  I usually name the "template" turrets Turret0X.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Spoon on June 07, 2009, 07:42:22 pm
Quote
Unforunately the pcs2 coversion requires turret0X, turret0X-arm, turret0X-destroyed.
-arm is for barrels? Cause I can name barrels whatever and they work
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Scooby_Doo on June 07, 2009, 07:43:29 pm
Using the collada importer?
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Spoon on June 07, 2009, 07:50:57 pm
pof exporter plugin http://www.hard-light.net/forums/index.php/topic,26260.0.html
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: chief1983 on June 07, 2009, 08:03:48 pm
yeah we're all aware of the old POF exporter, but it's not been updated in some time, and has enough of its own issues that many modelers have encountered, that it has prompted the switch to the Collada conversion process.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Spoon on June 07, 2009, 08:25:41 pm
yeah we're all aware of the old POF exporter, but it's not been updated in some time, and has enough of its own issues that many modelers have encountered, that it has prompted the switch to the Collada conversion process.
Well it works like a charm for me... aside from the occasional random for no apparant reason crash when exporting. What kind of issues are we talking about here? From what i've gathered in this thread, the collada importer seems a bit of a roundabout way of doing things. (I could of course be completely off with this, im not speaking from experience) 

(my above post with link was meant as a direct reply to scooby's question btw. Not as a "hey look guys, I found this interesting thing you may not have heard of" kind of post  :p )
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Scooby_Doo on June 07, 2009, 08:34:08 pm
Kazan has reported that it can bork up the pof model.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: JGZinv on June 07, 2009, 11:34:04 pm
Lots of folks actually....

Jacek's going to help me with another method bless his soul,
after that I'll try cracking this tut. May end up making my tutorial after all
if there's another method worth mentioning.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Spoon on June 08, 2009, 06:06:29 am
Bork it up in what way?
I have encountered no problems whatsoever so far.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: chief1983 on June 08, 2009, 09:54:04 am
Some types of models will often end up with broken collision data for one, and I'm not a modeler so I can't give you the list, but there's enough of them around here who have had it with that exporter.  Collada may seem a bit roundabout, but it's a multi-platform solution, and you should be able to transfer from one program to another without losing any important data.  It's just pickier though.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Spicious on June 09, 2009, 01:39:44 am
You should be able to call your turret bases and arms whatever you want; it's all based on finding firepoints (at least I think it is). -destroyed naming is entirely a FS2 requirement.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Scooby_Doo on June 09, 2009, 02:51:13 am
For some reason when I tried that it decided that the -destroyed was choosen as a child  :confused:
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Spicious on June 09, 2009, 03:03:08 am
You'll still need to put the -destroyed one at the same hierarchy as the non-destroyed version. I think that's also a FS2 requirement. There's no smart way to choose which subobject is meant to be the barrels if there is more than one so it just picks the first one it finds. Somewhere along the line the child ordering is probably non-deterministic and so all that is guaranteed is that one child object will be selected as the barrels.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Scooby_Doo on June 09, 2009, 03:05:14 am
I had it as
and renamed turret-arm and thats what happened

edit: here's the result
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: JGZinv on June 10, 2009, 01:29:54 pm
I've got a question -

To handle the conversion of the model and setup cockpit glass, is that done the same ways
as in the MAX-POF exporter plugin tut... or does it have to be setup differently?

I know that you typically cut the glass mesh from the model, after that my memory is fuzzy.

Might help complete this out.

Edit - Here's what's in the Styxx tut

Quote
Transparent Faces

Glass, transparency-blended nameplates, and other transparent textures should come last in the model. An easy way to accomplish this is to select all faces that use the material of your glass texture, detach them from the model, re-attach them with the attach tool, select the faces near the edge (all faces in the model may be appropriate) and perform a vertex weld with a threshold of 0.01. This will move the transparent faces to the end of the model's face list and will ensure proper rendering in-game.

    * If you have a single map that is partially transparent, do this on the specific faces that will end up transparent.
    * All transparent textures should be part of the root geometry (detail-0), without exception. Faces behind transparent textures, such as a pilot, are more likely to work correctly when these faces are a separate subobject.

Which forgive a poor modeling noob, but with my limited knowledge, if your model already has vertices arranged
for a glass outline, and a texture applied to it that looks like glass... why would you detatch and the retattach the glass section?
It basically does nothing but put the same thing back where it was. 1 piece became two, then back to 1 piece.

It's not exactly written to be stupid proof I guess, and I'm more of a "why doesn't it work?" than a "just do it this way cause that's
how it's done."
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Scooby_Doo on June 10, 2009, 02:28:49 pm
Unless I'm wrong, glass is simply a texture (of course with alpha transparency). 

The material list above doesn't include it because that one was for cap ships, but my common material list for fighters includes glass as one of it's textures.  I've always attached the glass to the mesh and kept the cockpit as a separate subobject.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: JGZinv on June 11, 2009, 06:35:08 pm
Would you mind terribly putting up a pre-Dae Max file with the tut Scooby?
I'd like to take a visual look at how some things are arranged in the scene.

jacek walked me though getting just a textured model from max, to a dae file, but
we didn't do any setup really. I'm trying to come up with a list so I know exactly
how much I can do in PCS2, and how much "must" be done in max... like making a shield mesh, LODs...

I'm starting to record myself going through most of this too, so once I've got it figured out, I can
make a proper video tutorial.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Spicious on June 12, 2009, 01:17:15 am
The game does funny things with the order of rendering. If your transparent thing is rendered before what's behind it (or maybe the other way around) the thing behind it won't get rendered. The importer had a way to deal with this for transparency of one subobject over itself, but it sort of got cut when naming became case insensitive.

Are there any changes you'd like to see in the importer/exporter to make this easier, without breaking current compatibility (too much).
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: JGZinv on June 12, 2009, 04:46:10 am
If you're asking me, my number one request would be decent documentation.
The most powerful tools are not worth anything if they can't be implemented.

Scooby's taken a monumental chunk out of the issue with the tut here, but "recent"
PCS2 specific documentation is something you still have to piece together.

Perhaps some form of key bindings so you can use a center mouse button/wheel
more along the lines of sketchup or Max's viewport controls? The less you have to mess
with on a keyboard for view, the faster you can move about.

Oh I "do" know of one. There's a bit of a bug when you have Windows set to use large fonts
and a higher dpi. I have poor eyesight and had to switch to a desktop recently, so I bumped up the
appearance settings. However in PCS2, this makes several of the menu buttons and fields barely
visible or partially hidden.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: chief1983 on June 12, 2009, 09:59:33 am
Heck they're all squished together in the right column even at default sizes, I always have to expand the pane myself to get it to fit right.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: JGZinv on June 12, 2009, 02:25:49 pm
Well in my case, expanding the pane doesn't help even if you maximize the window.
You can't reach the controls.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Vasudan Admiral on June 13, 2009, 02:28:36 am
Errr, fellas:
Are there any changes you'd like to see in the importer/exporter to make this easier, without breaking current compatibility (too much).
:p
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: chief1983 on June 15, 2009, 12:35:24 am
Preventing the need for that search and replace in the DAE file for -node" with " would probably be nice.  Don't know if that would break any compatibility though.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Scooby_Doo on June 15, 2009, 02:29:25 am
Preventing the need for that search and replace in the DAE file for -node" with " would probably be nice.  Don't know if that would break any compatibility though.

That would be nice, if nothing else have a checkmark box for it. Also, group numbered glowbanks is also highly recommended and well as properties.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Scooby_Doo on June 20, 2009, 10:44:55 pm
I've updated the max script a bit, the one that gives the properties.  It would only give properties to anything that had the word "turret" or "thruster" in it, including the arm and destroyed ones. 

Just copy over the existing one.
http://scoobydoo.freespacemods.net/Completed/Misc/Freespace-GiveThemProperties.mcr (http://scoobydoo.freespacemods.net/Completed/Misc/Freespace-GiveThemProperties.mcr)

Here's a couple more might be useful ones:

Remove all user properties from selected objects: http://scoobydoo.freespacemods.net/Completed/Misc/Freespace-RemoveAllProperties.mcr (http://scoobydoo.freespacemods.net/Completed/Misc/Freespace-RemoveAllProperties.mcr)
Renumbers intakes (if anyone uses intake subsystems): [urll]http://scoobydoo.freespacemods.net/Completed/Misc/Freespace-IntakeNumber.mcr[/url]
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Galemp on July 29, 2009, 03:47:58 pm
Scooby, thanks for your work. Please do the community a favor and expand the Wiki page on the Max exporter (http://www.hard-light.net/wiki/index.php/Styxx%27s_POF_Conversion_plugin_for_3D_Studio_Max) to include this information.

The more helpful stuff we have on the wiki, the less people have to hunt through the forums for.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: chief1983 on July 29, 2009, 03:53:05 pm
What does Scooby's guide have to do with Styxx's exporter?
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: JGZinv on July 29, 2009, 11:33:41 pm
In general I agree with chief, but they are related in a sense that you really
need to read both tutorials in some cases to understand what needs doing for a step here or there.

Scooby's is by far the most complete, but Styxx's is like the appendix and index of the encyclopedia.
Without both you're still left scratching your head at times.

Mine is a lengthier hybrid.. but Scooby's and Styxx will still be necessary for certain parts.
My hope (if I can get some info *wink-wink*) is that with the three guides, anyone should be able to get ships in game.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: chief1983 on July 30, 2009, 10:09:46 am
Ok fine, they're both a good read, but unless you're to rename that article, info specific to this conversion process really has no business in Styxx's exporter's article.  The two could be merged into a new article though.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: warfull on February 18, 2010, 11:01:00 am
HI this is the way I import helpers and paths from  3DSmax to PCS2.1

For turret :

(http://img526.imageshack.us/img526/1662/hierarchieturret.jpg)

and subsystem.

For  bay path :

(http://img718.imageshack.us/img718/2826/hierarchiebay.jpg)

here you need to rename every "pathxx" into "bayxx" in PCS2

And for dockings points :

(http://img716.imageshack.us/img716/7739/hierarchiedocks.jpg)


In this way every path is linked with it's parent but I still have trouble with vertex numbering. It seems that when exporting to .dae vertex are added one by one without following the numbering i've used in 3Dsmax. So the result is that vertex 2 become vertex 3 and vertex 4 become vertex 1 and so on.
I dont know what is the logic of the software , I know it's not a time creation order cause i've tried.
I've tryed to use spline to create path but it has never worked.

So how do you import paths in pcs2 ?
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: JGZinv on February 18, 2010, 01:10:17 pm
Please take a look at the guide in my signature.
There's a section on paths that covers basic stuff.

I'm "still " working on an update to fix some things with it,
been too busy as of the last month or so to spare the time for it.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: zookeeper on July 11, 2010, 04:22:35 am
According to my experience...

Quote
v.   Duplicate this helper dummy and rename it to “firepoints”, don't move it
You should align the firepoints dummy to the arm's pivot, not to the base's pivot. Otherwise the shots will appear in the wrong place in-game. When you align it to the arm's pivot, the firepoints will appear in the wrong place in pcs2, but correctly in-game.

Quote
a.   A simple dummy node named “eyepoint” is placed where the eye should be (same thing with the direction of the eye faces)
It should be named "eyepoint01".
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Scooby_Doo on July 27, 2010, 10:36:57 pm
According to my experience...

Quote
v.   Duplicate this helper dummy and rename it to “firepoints”, don't move it
You should align the firepoints dummy to the arm's pivot, not to the base's pivot. Otherwise the shots will appear in the wrong place in-game. When you align it to the arm's pivot, the firepoints will appear in the wrong place in pcs2, but correctly in-game.
You are absolutely correct... Thank goodness I haven't redone many cap ships yet.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: FreeSpaceFreak on July 28, 2010, 12:21:04 am
You should align the firepoints dummy to the arm's pivot, not to the base's pivot. Otherwise the shots will appear in the wrong place in-game. When you align it to the arm's pivot, the firepoints will appear in the wrong place in pcs2, but correctly in-game.
So PCS2 shows firepoints for multiparts at the wrong place? Here's another suggestion for the UI revamp...
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: FUBAR-BDHR on July 28, 2010, 12:39:47 am
Wait I've had no problem with multipart turrets.  I simply get the coordinates of the firepoint from Max and enter them into PCS2.  You have to adjust for the axis differences but it works just fine. 
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Scooby_Doo on July 28, 2010, 01:53:29 am
Wait I've had no problem with multipart turrets.  I simply get the coordinates of the firepoint from Max and enter them into PCS2.  You have to adjust for the axis differences but it works just fine. 

If you center the "firepoints" helper on the turret arm pivot point, then the individual fire points will not show up correctly in PCS2, but ingame they are correct.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Reprobator on October 25, 2010, 02:42:21 am
Thanks for your tutorial i used this a lot in the past.
What is Wong with me is that i still was not able to have correct turret in game.
I've reset the turret's xform before making hierarchy, aligned the helper+firepoints with :
1st : The base turret's pivot point
2nd:  turret's arm pivot point

In the two cases the firepoint are misaligned, either in pcs either in game  :(
Now what is special in this turret is : The base turret's pivot point and the arm's turret pivot point are not at the same place : that may cause that problem?
I made a plan to explain:
[(http://tof.canardpc.com/preview2/8ee2ad71-9d7d-4f4a-bf38-a664c5fcb457.jpg) (http://tof.canardpc.com/view/8ee2ad71-9d7d-4f4a-bf38-a664c5fcb457.jpg)
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Scooby_Doo on October 25, 2010, 03:58:35 am
It's kinda hard to make out the diagram... how about  this?
(http://img.photobucket.com/albums/v356/Shodan_AI/Turret-setup.jpg)

As for arm pivots and turret pivots being in different locations, none of my turret's arms are centered.

Ok let me see if I got everything right... sounds like you did though

1. you placed the firepoints, firepoint and helper on the model.
2. aligned "helper" with the turret base's pivet point (in Max you can use Alt-A for quick align)
3. aligned "firepoints" to the turret's arm pivot point
4. placed the "firepoint"(s) to the turret barrel end(s)
5. linked everything correctly.

If the turret's firepoint(s) normal is pointing in the wrong direction, that's an easy fix.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Reprobator on October 25, 2010, 04:42:10 am
Ok my turret has the same configuration as yours that's perfect!
Quote
1. you placed the firepoints, firepoint and helper on the model.

Yes
Quote
2. aligned "helper" with the turret base's pivet point (in Max you can use Alt-A for quick align)
Quote
3. aligned "firepoints" to the turret's arm pivot point
Hmm i've alligned (with alt+a) helper and firepoints together with the turret base pivot and then as it did have misalignement  i then alligned them to the turret's arm
here is probably my mistake, so, if i understand well, the helper should be aligned with the turret base and the firepoints helper to the turret's arm?
because on the first post , it is written :
Quote
Duplicate this helper dummy and rename it to “firepoints”, don't move it
If this is the origin of the mistake, it would be a good thing to modify this point :)

Quote
5. linked everything correctly.

If the turret's firepoint(s) normal is pointing in the wrong direction, that's an easy fix.

yup no problem with that!

On a side note i know how to make multipart turret (naming and hierarchy etc...) but how about single part one?


Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: SeeNeYe on October 25, 2010, 07:19:43 am
Quote
Duplicate this helper dummy and rename it to “firepoints”, don't move it

Maybe this is the right way to do it... only if your base and arms have their pivot points at the same place ?  :pimp:

Interesting explanations though.  :D
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: SeeNeYe on October 25, 2010, 08:47:53 am
Quote
2. aligned "helper" with the turret base's pivet point (in Max you can use Alt-A for quick align)
3. aligned "firepoints" to the turret's arm pivot point

We fixed it this way but it doesn't seem to change anything, there is a huge gap between the turret barrel ends and the point where the fire is coming out...  :(
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: SeeNeYe on October 25, 2010, 09:28:12 am
I fixed the huge gap by correcting the normals of the "helper" and "firepoints" dummies. But, there is still a little gap which seems to correspond to the gap between the "helper" position (at the same place as the base pivot point) and the "firepoints" position (at the same place as the turret arm pivot point).

Any idea ?
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: SeeNeYe on October 29, 2010, 08:03:08 pm
 :D stupid me

Finally, all went right since I put both "helper" and "firepoints" at the same place as the turret's arm pivot point. Anyway, we've got to be careful about the normals of the 2 main dummies (which depends of the view from where we create them) and obviously about the firepoint dummies. I'm learning... ^^

One more thing about resizing : we must reset the positions of the 2 mains dummies to the turret's arm pivot point.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: varsaigen on January 08, 2011, 04:41:39 pm
Great tutorial. But one thing that seems left out when it comes to heirarchy... Debris. Where do they go on the heirarchy? I noticed subsystems, turrets, destroyed variants of those... but no ship debris.

So, as it is suggested for modelers to have debris (realism) rather than magically evaporating ships (saves the enviroment :P), where on the hierarchy would they go?

And, as I saw in a Blue Planet video, a massive destroyer dies, breaking apart in half, and each of those halves continues to crack and shatter. Would one be able to do this in Hierarchy, by having, say, "Debris 1 and Debris 2" and having each halves' neighboring debris branch off like with the turrets and helpers?
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: FUBAR-BDHR on January 08, 2011, 05:39:05 pm
debris go on the top level just like detail0 1 2 etc except start with debris.  Same with the live debris (the ones that appear when you say blow a turret off).  They are named debris-<subobject> if there is one piece or debris-<subobject>xx where xx is 01, 02, 03 etc. 

Remember there is a limit of 32 per ship.  That' 32 total so if you have 20 live debirs pieces you only have 12 left for regular. 
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: varsaigen on January 08, 2011, 06:04:54 pm
Ah! Ok! Thanks! :)
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Scooby_Doo on January 08, 2011, 09:34:55 pm
Remember there is a limit of 32 per ship.  That' 32 total so if you have 20 live debirs pieces you only have 12 left for regular.
Roh Roh....
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Kusanagi on January 08, 2011, 10:00:20 pm
Wait I've had no problem with multipart turrets.  I simply get the coordinates of the firepoint from Max and enter them into PCS2.  You have to adjust for the axis differences but it works just fine. 

If you center the "firepoints" helper on the turret arm pivot point, then the individual fire points will not show up correctly in PCS2, but ingame they are correct.

This is true. I remember it being a huge deal when trying to work with multiparts on the Taiidan ships.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Spicious on January 08, 2011, 11:48:57 pm
That's no longer the case.
Firepoints of multipart turrets should be parented to the barrels grouped as multifirepoints (or something like that) now.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: zookeeper on January 09, 2011, 04:35:13 am
I'd like to post a link to my maxscripts (http://www.hard-light.net/forums/index.php?topic=73720.0) here too, since they can be a great help. Firstly, you don't have to worry about reseting XForm until you're actually exporting the model, so you can setup object hierarchies as soon as you want and most importantly don't have to have XForms reset in your working file. Secondly, you can setup multipart turrets in Max, meaning no setting up of firepoint normals in pcs2 or manually calculating uvecs and fvecs is needed, which can be a massive time-saver when converting capships.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: zookeeper on January 11, 2011, 02:37:36 am
That's no longer the case.
Firepoints of multipart turrets should be parented to the barrels grouped as multifirepoints (or something like that) now.

So are all the changes like that you've made documented somewhere? If they are, then I haven't found it.

Also I'd really suggest keeping backwards compatibility for that sort of stuff if at all possible.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: FUBAR-BDHR on January 11, 2011, 03:30:58 am
I'd just like to point out I'm not a modeler but that not resetting xform along the way thing can get you in trouble.  I've seen a few models where people have failed to do that and well they are totally unconvertible.  Stacks 20 or 30 modifiers deep and all you get out of them in the long run are swiss cheese if PCS2 will even read the .dae.  In the end they are so bad it was decided it was easier to toss them and start over.
Title: Re: Max to PCS2 tutorial (Plus ideas how to make work simplier)
Post by: Spicious on January 12, 2011, 01:35:12 am
So are all the changes like that you've made documented somewhere? If they are, then I haven't found it.
No, but there's a commit log (http://alliance.git.sourceforge.net/git/gitweb.cgi?p=alliance/PCS2;a=shortlog).

Quote
Also I'd really suggest keeping backwards compatibility for that sort of stuff if at all possible.
It was changed to be consistent with the game.