Author Topic: Help, COB-to-MAX  (Read 1905 times)

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I was wondering if there is a 3DS MAX Plug-in that lets you import COB files to MAX format. Is there any other way of doing the same ?

I can't use TrueSpace 3.2 (I want), but everytime I run the program, the process start, but the program not, so I can do nothing about it.......

 
using 3d Exploration, it can do conversions for many model files, including COB and MAX. Find it in Karajorma's downloads section of the FAQ
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Thanks. I was feeling like I was lost without TrueSpace

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Better than ask for a Plug-in, I should have asked for an independent program that convert in 3DS or MAX format, or any other that can be imported using 3D Studio MAX (there are a few more formats.....)

 

Offline Nuke

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this is where i warn of the dangers of converting through too many formats. causes all kinds of wierd stuff to happen. like loss of uv space, or loss of smooth grouping and always loss of object names, which tends to screw up any conversion to any game format. truspace's 3ds support sucks, it only works for a single object. so when i use max i can only edit one object at a time and re-imort into ts and convert from there.

i was wondering if you could actually write a pure autogen converter for truspace in python script (wich truespace supports btw). it would be nice if you had a bunch of objects in ts that would represent points normals and other data. it would be cool. i know theres a few out there who know pythons. any takers for the chalenge?
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Offline Roanoke

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well .3ds is quite an old formatt

 
Using 3D Exploration, I am noticing this:

A - I'm loosing UV Mapping

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like loss of uv space

B - I loose the Shield Mesh (I can import it to the POF, but the purpose is to edit it)

But I think the problem is in the POF-to-COB conversion, I am using PCS, so it should be OK ? (or there is another....?)

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I'll check another Conversion program, Deep Exploration seems to be updated.......I'll check how it handles the conversion........

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The same with Lithium UnWrap, it seems to be lost into the void (I can't find it), it seems that people (modelers and UVW Mappers) are now using Ultimate Unwrap 3D:

Link: http://www.unwrap3d.com/index.aspx

What do you think about this program? (I'll do the evaluation myself, but since I don't have Lithium UnWrap, I can't make a comparison)

The bad thing is that is a Demo Program, the good thing is that it has Plug-In import/export for 3DS Max v4.x up to v8.x
« Last Edit: January 18, 2006, 10:47:52 pm by Shadow0000 »

 

Offline karajorma

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You have to pay for Deep Exploration. The version on my page is shareware so if you don't use it much then there's nothing wrong with not paying for it :)
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline Nuke

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trusepace 6 has always had pretty good uv tools, much improved over ts4. i was still capable of doing faily adequit uv maps in ts4 but the tools were a pita to use, and it lacked a wysiwyg uv editor. the result was an ineffieteint use of uv space. might try going through a vrml ascci format, i find it either works, or butchers the **** out of your model.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 
Actually in Modeling or Editing in MAX Format, then I import it to COB, using Deep Exploration, then with PCS or COB-to-POF High Limits I just made the conversion. It doesn't crashes that way......but I am not sure if there is loosed data, I have to check

The MAX-to-POF Plug-in crashes most times, specially if there are lot of polys, but even so it's really a good work......

 

Offline Taristin

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The MAX-to-POF Plug-in crashes most times, specially if there are lot of polys, but even so it's really a good work......

Which means you have geometry errors, or that you need to convert to edittable poly mode, and make sure the mesh is named detail-0 (lower case).
Freelance Modeler | Amateur Artist

 
It's actually at detail-0, then the sub-objects are linked to the parent detail-0.....

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The Plug-In crashes when I am porting just a Primitive object, a Sphere............it keeps around 75% and seems to keep going, until crash....sometimes it goes well, sometimes not, I open 3DS and Export and it crashes, then I re-open again and then it not the Export not crashes......so...

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I don't know if this will work with FSSCP Engine, there are Intersections Problems, I get lot of Flikering, it's supposed to be 3 Primitive Sphere's, the point of oringin is set at the center (maybe that gives the errors?):



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Original, as taken from space:



My Model, Earh, Clouds and it's Atmosphere:



Only the Glow on the non-shine (non-specular) section is missing, I mean the dark face, but I don't know of to do that effect............

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I'll better ask if there is a way of implement a Model inside another without having the Flickering, I have think of doing a Shell, so it Models don't come in contact, but I don't really believe it's the solution..........otherwise there is no way of making a almost real Earth, like this.........it uses Shine a lot, and many other
« Last Edit: January 20, 2006, 10:58:42 pm by Shadow0000 »

 

Offline Taristin

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It's actually at detail-0, then the sub-objects are linked to the parent detail-0.....


Are there other LODs too? Are they being attached to the detail-0 LOD? Because that'll cause that error, too. Only subobjects should be inked to the LOD.  All other LODs should be seperate.

If there is any part without a texture applied to it, it will crash.

The clipping looks like you have two spheres occupying the same space. Best make one larger.

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Also, what is that first pic showing? :wtf: Looks like there's a black and white image? What is that supposed to be?
Freelance Modeler | Amateur Artist

 
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Are there other LODs too? Are they being attached to the detail-0 LOD? Because that'll cause that error, too. Only subobjects should be inked to the LOD.  All other LODs should be seperate.

I am using only detail-0, for the moment, It's useless if I can't get the good Hi-Poly model to work, after that I'll start making other LODs.

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If there is any part without a texture applied to it, it will crash.

It uses Sphere Mapping, it's done automatically, and all faces are maped.

I have a Dual Core CPU, so maybe, I am already lost......

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The clipping looks like you have two spheres occupying the same space. Best make one larger.

I am not too sure about that, it's supposed to be more than 40,000+ (2nd layer), and 200,000+ (3 layer) in space....
Do "occupying the same space" is because of the size, I could it be because one is over another, but more extended, it's supposed the inner is transparent, I don't get it.........but making this is different to cockpits, since the cockpits are not over the Main Hull, but are clipped...........

I'll try doing a Sphere with double Radius than the 1st enveloped one, I would somewhat be dissapointed if it works ok, because it would break Earth's, Clouds, and Atmoshere scales and proportions, but it's a lot better than the bug...............

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Also, what is that first pic showing?  Looks like there's a black and white image? What is that supposed to be?

I use a different texture, white to make the problem noticeable, it should be Blue layer, for the Atmosphere........

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am getting Hull Intersection Problems, how the Earth is supposed to be (the Model):

A - It's composed 3 Layers (3 Spheres):

1- Earth (Solid Ground), texture without Clouds, only earth, water and Ice

2- Clouds, a 256 White Texture MAP, using an Alpha Chanel to simulate Clouds (this Model or SubObject has a Radius +20,000 than the Previous one, and it rotates 10 times or more faster than the Earth)

3- The Atmosphere Map, an Alpha Chanell Map of the Earth, there are two ways of do this:

A- The Map is set at Radius +200,000 m than Clouds Sub-Object, or at Radius -1, I prefer white Clouds, more than Cyan....This Model

All of those Alpha Model, fuse in Game to give a Realistic effect

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Finally the I don't know how to get the Glow in the Night side (even the tutorials, lack of it), I managed to discover the 3 layers by myself, but I surprised when I read the tutorial and see it is how it done.........(anyways the Tutorial only mention the 3 layers, not more than that)

Another way is to apply a Moon Lit Texture on the dark face, but it's also impossible.............

This becomes a problem, that I don't want to talk about, because the solution is simple.......the Earth's dark face, gets illuminination from the Sunlight that reflect on Moon's surface, a better way of write it would be "Radiosity", but.....

FPS Killer Effects:

1 - Radiosity
2 - Soft Shadows
3 - 16x AntiAlising / MultiSampling AA (or 8x SLI AA)
4 - SuperSampling
« Last Edit: January 21, 2006, 12:49:54 am by Shadow0000 »

 

Offline Taristin

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Well, I'd ask to take a look at the mesh, normally, but I've got no time left on this break...
Freelance Modeler | Amateur Artist

  


Don't worry, actually I started with Planets, and specially Earth, because I believed it should be the most easier, but it is a nightmare, even so, I managed to get it almost as it should be..........

I still have planets to do, Saturn's Rings (this is a clone of a BlackHole but without ring rotation, so I'll probabily make it after I complete Saturn). Plus all the Moons, Asteroids, and a lot more of models that are really easy compared to Earth...