Author Topic: Truespace 3.2 ??  (Read 7467 times)

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Yea, all the links at Caligari are dead except for the forums, tutorials and the DL links for the last truespace 7.6 and a few others. I had the 3.2 version backed up on a disc with my serial # but somehow I lost the manual that you could download for free when they were giving it away.  :hopping:

 

Offline Vasudan Admiral

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Oh well, what a pity. Now go download and learn Blender. :p
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Offline chief1983

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Yeah we've already convinced a few modelers who were using Truespace to switch to Blender and they all seem to be enjoying it once they get the feel for it.
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Offline TrashMan

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I use TS 5.1 and I love it. The only thing missing is the ability to join meshes (weld vertices like 3D Max)
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Oh well, what a pity. Now go download and learn Blender. :p

I have tried Blender a couple of times but the GUI gives me a massive migraine.  :hopping: TrueSpace was bad enough to learn where everything was at.

 

Offline Vasudan Admiral

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I use TS 5.1 and I love it. The only thing missing is the ability to join meshes (weld vertices like 3D Max)
And the ability to select faces and duplicate them within the same mesh.
And proper selection tools.
And logical keyboard shortcuts for all the common functions.
And a decent particle or lens flare system for animations.
And an ambient occlusion lighting ability.
And quick and easy to use snap & axis constraints.
And a fully working undo system.
And quick view-snaps.
And a UV editor that actually has even basic *tools*, like auto-unwrap, auto layout, weld points, easy drag and drop, save layout options.
And a UV editor that isn't agonisingly painful to select and manipulate verts edges or faces.
And a way to re-calculate face normal directions.
And a texture/lighting baking system.
And the ability to extrude edges and individual verts.
And the ability to have edges and individual verts NOT get auto deleted every time you leave mesh edit mode.
And the ability to quickly and easily weld verts with more control (ie, anything other than 'merge them all in their average centre').
And working (practical) smoothgroups.
And the ability to create verts, edges or faces wherever you like.
And a Separate tool that actually does what it is supposed to all the time.
And special application tools like extrude-rotate, screw, dupli-rotate, multi-part subdivision, smooth (geometry shifting - not material nor subdivision),
And a flexible sculpting system or even easy to use proportional editing.
And the ability to have multiple UV sets on the one mesh.
And an interface where the bits and pieces pop up somewhere you might see them. (Freaking mesh edit toolbar...)
And a good material management system.
And any sort of mesh error detection system like select-non-manifold.
And the ability to shear selected geometry.
And any sort of node-based post processing editor (or any sort of post process editing in general)
And any sort of modifier stack.
And a mirror modeler that mirrors EVERYTHING and doesn't ever need 'updating' nor whos very existance gets forgotten EVERY time the scene is reloaded.
And a way to do instanced objects.
And the ability to weld any verts you like.
And good multiple screen support.
And scale tools that work no matter how far in or out you zoom (those retarded little blue handles and rotation dimonds are appaulingly fiddly)
And a life ahead of it in the form of an ongoing development.
And stability.

Most of those are off the top of my head things that Blender can do that TS can't - I bet other apps would have similar if not longer lists. :p

I have tried Blender a couple of times but the GUI gives me a massive migraine.  :hopping: TrueSpace was bad enough to learn where everything was at.
Did you use tutorials? Were you trying to use the keyboard shortcuts or trying to find everything through menus?
There's no question that Blender is a bit tougher to learn than TS, but I can promise you that it is very much worth it. Everything about it is faster, cleaner and neater. The scary interface you see at first you'll soon find isn't all that important - you basically use heaps of keyboard shortcuts, and your workflow is very much mouse + keyboard as opposed to the clunkyness of just mouse. There are some excellent introductory videos on the blender main site that show you how the interface works, but generally if you don't know, just don't worry. :)

Yes you can create great things in TS, but that is a testament to your skill and particularly your patience rather than an accurate reflection of the application's abilities or usability. A modeller/artist of reasonable skill would be able to do far more in far less time using Blender than TS if for no other reason than TS' clunky mouse based interface.
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Vasudan Admiral you make the case for Blender very well, but it all comes down to personal preference I guess. I find that I personally work better with more mouse and less keyboard driven programs. Hence why I dismissed Blender as my main model program. I don't know the work flow from Blender to get your model into Freespace ( have not searched the subject much here ). But most tuts I see posted are for getting your model from truespace into Freespace making it a relatively simple process.

I personally start off with Silo 2 to get my model from my basic concept drawing to an .obj that can be exported to truespace,  add the firepoints and such there, then save as a .cob file for POF Constructor Suite / Modelview. They are no way works of art as I have seen other people have released here but they are MY crappy creations blowing the crap out of each other in the game. From start to finish in  less time it would take me to learn to use Blender effectively to create the same thing.

The only reason I revived this thread was to see if someone had a copy of the manual for truespace 3.2 lying around on there hard drive that I could possibly get a copy of, not to start the great debate over the pros and cons of the different modeling programs available.
« Last Edit: June 18, 2009, 05:26:24 pm by Maxxamillion »

  

Offline Vasudan Admiral

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Aww, but those debates are such fun! :P

Anyway, with the advent of Collada DAE importing, the work flow from blender to FS is pretty much exactly the same as it was with TS, only you need PCS2 (and really you should be using it anyway regardless of modelling app - don't use modview32 to convert models!). From Blender you just save as a DAE with a setup much as you would with a COB and import that into PCS2 for POF editing. The info's all in the FS Wiki about how to do that. :)

Also, I would quite highly recommend you consolidate all modelling and UV mapping activities into one application. I did the whole bouncing between multiple apps thing for a long time, and it's astonishing how much it slows you down once you don't need to do it anymore.

Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
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