Author Topic: bringing pof to blender (question, not a guide)  (Read 3039 times)

0 Members and 1 Guest are viewing this topic.

bringing pof to blender (question, not a guide)
I'm trying to modify the Triton cargo container in blender. From what I understand, I'm supposed to save the .pof as .dae in pcs2 and then import the .dae in blender. So I extracted what I believe to be the correct pof from sparky_fs2.vp which is named cargo2t-01.pof. And this is what I got in blender,



which is made up these separate parts plus those three axes in the back,



Incidentally, when I viewed it in pcs2, it only looked like a big box with 6 small boxes attached to the sides and lacked any details like beveling or the small extrusions on the surface of the model.

I do remember that the wiki says there may be loss of data in the process but maybe I just missed something. I'm still new to modelling. My knowledge of blender is pretty much basic camera movement and object manipulation (grabbing, scaling, rotating, duplicating, loop cuts), making some extrusions, mirroring, and making cuts using the boolean modifier.

I might be over my head on this but I would like to know if there is a way to preserve the model when bringing pof into blender or if the only way would be to actually make the model from scratch.
« Last Edit: May 22, 2012, 02:39:21 am by Hellequin »

 
Re: bringing pof to blender
My first thought would be that all those parts are LODs and debris.  Check the names of the various objects.  You'll want to use detail0 as the base. 

 

Offline headdie

  • i don't use punctuation lol
  • 212
  • Lawful Neutral with a Chaotic outook
    • Skype
    • Twitter
    • Headdie on Deviant Art
Re: bringing pof to blender
I notice from the screens that you are using 2.5/2.6 I dont know if this has been corrected but the builds i have tried have had issues with the Collada scripts which deal with dae and dae 1.4 which is what PCS2 uses.

Try importing to 2.49 using the script provided in the wiki and see if that helps the matter.

The changes between 2.49 and 2.5 onwards to my experience seem to break the scrips :(
Minister of Interstellar Affairs Sol Union - Retired
quote General Battuta - "FRED is canon!"
Contact me at [email protected]
My Release Thread, Old Release Thread, Celestial Objects Thread, My rubbish attempts at art

 
Re: bringing pof to blender
You're right, Blaster. Those extra shapes were debris. But the detail0 still is missing a lot of the details. I'll try using 2.49 and see what happens.

 

Offline Shivan Hunter

  • 210
  • FRED needs lambdas!
Re: bringing pof to blender
from sparky_fs2.vp

Incidentally, when I viewed it in pcs2, it only looked like a big box with 6 small boxes attached to the sides and lacked any details like beveling or the small extrusions on the surface of the model.

So, what did you expect? You're not missing any detail, since you're using the old FS2 model. The current MediaVPs container certainly wouldn't have played well with your average 1999 computer.

Do the same thing, except get the model from the MV_assets.vp in your mediavps_3612 folder.

 

Offline Rampage

  • Son Of Rampage
  • 211
  • Urogynaecologist
Re: bringing pof to blender
The title of this thread is wickedly deceptive - - - I had thought that you wrote a script that will allow importation of POFs directly into the Blender environment.  :sigh:  Shouldn't have gotten hopes up.

R

 
Re: bringing pof to blender (question, not a guide)
Aha, thanks Hunter.   :yes:

 

Offline mralexs

  • 26
  • I'm White and Nerdy
Re: bringing pof to blender (question, not a guide)
Its pulling every detail version of the model, from lowtest FS2 graphical (as you see it far away) to normal. you only want detail1 if you want to export it, so delete the rest (unless you port a fighter/bomber, make sure you don't delete any cockpit stuff).

 
Re: bringing pof to blender (question, not a guide)
You only want detail0 if you want to export it, so delete the rest (unless you port a fighter/bomber, make sure you don't delete any cockpit stuff).

FTFY

 

Offline The Dagger

  • 29
  • I like zod ships
Re: bringing pof to blender (question, not a guide)
Where are you extracting the model from?
The retail model looks like the one you're showing.

EDIT: I just read that you extracted the retail version from sparky_fs2.vp.
For the more detailed version, you should extract the pof file from the MediaVPS, it's in MV_Assets.vp.
This is what I got:


« Last Edit: October 06, 2013, 03:49:28 am by The Dagger »

 

Offline mralexs

  • 26
  • I'm White and Nerdy
Re: bringing pof to blender (question, not a guide)
You only want detail0 if you want to export it, so delete the rest (unless you port a fighter/bomber, make sure you don't delete any cockpit stuff).

FTFY


Crap, I just NOW caught myself on that XD

  

Offline Water

  • 210
Re: bringing pof to blender (question, not a guide)
Another useful thing is to edit the .dae. Search and replace .tga with .dds (for the mvp version to preserve the textures)
Have the textures in the same folder as the dae.