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Uh.... i have a question about MODing
I got Truespace 5 from a friend for my birthday a few days ago and I begun to experiment with it a bit. But I have a question. When I make a few deformed objects, how do I connect them, put them together? Are there any bonds or things like that which can be used?

Please help.

Thanks in advance

[This message has been edited by razor_blade (edited 02-06-2002).]
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Offline delta_7890

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Uh.... i have a question about MODing
 
Quote
Originally posted by razor_blade:
I got Truespace 5 from a friend for my birthday a few days ago and I begun to experiment with it a bit. But I have a question. When I make a few deformed objects, how do I put them together? Are there any bonds or things like that?

Please help.

Thanks in advance

These "bonds" are actually called booleans.  They're useful, but from what I've heard, they cause too many problems when making a ship for fs2.  Clipping errors, intersecting polys, a modeler's nightmare.  Oh, and your friend must be *really* generous...unless TS5 has dropped down in price.  Last I knew, it was about $300-$400?
~Delta

 
Uh.... i have a question about MODing
OK Thanks. I'll see if I can do something about it.

He actually gave me his copy because he wasn't sattisfied with TS. He bought 3dSMax later
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Offline Alikchi

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Uh.... i have a question about MODing
Yeah, MAX is a lot better when it comes to straight modeling, I gather. TS is, unfortunately, essential however.
"Going too far and caring too much about a subject is the best way to make friends that I know."
- Sarah Vowell

 

Offline KARMA

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Uh.... i have a question about MODing
avoid booleans as hell if you want to use the model in game
btw they are located in the bottom left menu bar, there's an icon with two spheres (one red one green if i'm not wrong) intersecating. Continuous press and you will get as pop-up 2 more icons for a total of three.
they are: object union (make one object out of two different objs), object intersection (make an object form the intersecating parts of two different objects, what is not intersecated will be deleted), object substraction.
now, right click on any of these buttons: you will get a little window with the booleans options: 1-triangulize objects if selected will make all the faces of the resulting object as triangles, 2-delete edges will delete all vertex, edges and faces that truespace consider not useful (even when they actually ARE useful), but i don't know about 3-"keep drill" and 4-there is also a parameter about booleans precision (note it will affect also the amount of edges deleted if this option is activated).

booleans may be of some help if you are making a model with game purposes in two different manners:
1- clear a triangulization using object intersection and delete edges on (create a big box that cover all your model then use this action)
2- make intersection. this may cause problems to your models, at least in fs2, (actually i've just made my fourth fs2 model with intersection without much problems but i'm a lucky man and it is known that this way may cause big probs to your model) just unify with booleans the objects when they are in a position that cause no intersection, then select one of the objects as group of face and move it in the right position.

there's another way to connect different objects if you are working with no game purposes: the hieracy (that is needed in a certain way also in freespace2 models developing). on the bottom right menu there are two icons (they are in a sub menu, so press some icons to see what you get): glue as sibling and glue as child. using them the two (or more) objects will be considered as only one, you can also save em as a single obect but you will be able in any moment to unglue them (use keyframe editor on the top left menu to see the hieracy tree)  

if you are working with game purposes the best way will be a "face evolving" strategy: create a primitive, deform it, then use poly slice, slice section, poly bevel, polydraw, select faces, sweep, point editing, delete/add face, add edges and vertex and the other commands that i may have forgotten to modify a single objects obtaining something similar to your desired shape...but this strategy with truespace is true pain in the ***  ...you may use those commands to connect separated shapes also...adding MORE pain to your poor ***  
cya

 

Offline mikhael

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Uh.... i have a question about MODing
In my experience, the 'big box' method for removing unnecessary edges does not always work. I find that big box method to be much more useful for removing hidden internal polygons. A far better way to remove edges is to create a second object that does not overlap with your object at all, and subtract the new object from the old.

Delete edges only deletes edges. Never faces or vertices, and only on perfectly planar polys. A boolean should only remove polys and vertices when they are actually inside the boolean's primary.

The Keep Drill option refers to one of the objects in a boolean operation. The object being 'cut' is the primary, the object doing the cutting is the drill. The primary is selected first, the drill is selected last. Keep drill causes the second object to not be deleted.

The Boolean precision is a little more nebulous. I believe it actually refers to just how tightly the polygons are subdivided just before the boolean is calculated. I usually set this between 20 and 50, but there have been times when 1000 has been necessary.

------------------
--Mik
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Offline KARMA

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Uh.... i have a question about MODing
agree...not always the big box works...btw i model directly in ts5 so i don't have the problem of removing triangulization (if i want to),so to remove unnecessary edges i usually work manually to avoid boolys...it is really time wasting but it gives you more sure results (you have to add vertices to the edge, move the vertice to make an angle, add an edge to close the angle, select and delete the three vertices....and this for all the edges...)
the only point i disagree is that booleans sometimes remove faces too.
believe it or not, it happened to me sometimes...maybe it happened because it removed some edges of that faces....
btw this is why the less i use booleans the more i'm happy

 

Offline CP5670

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Uh.... i have a question about MODing
 
Quote
TS is, unfortunately, essential however.

It is? I only have 3DS Max but the 3D exploration program allows for conversion to cob files, which I think would work in the various cob-pof converters...

 

Offline mikhael

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Uh.... i have a question about MODing
I also recommend avoiding booleans, except in a case where objects are vry simple, or you just want to remove some extraneous edges. The problem is that booleans are so darned useful for creating geometry.

In my quest to escape booleans I took a class for Lightwave. There I can build all my geometry point-by-point, poly-by-poly. It makes for finer control.   Oh, and the booleans work on non-solid objects (LW doesn't make a distinction between solid and non-solid you see).


------------------
--Mik
http://www.404error.com
ruhkferret on ICQ/AIM

"Your guy was a little SQUARE! You had to use your IMAGINATION! There were no multiple levels or screens. There was just one screen forever and you could never win the game. It just kept getting harder and faster until you died. JUST LIKE LIFE." --Ernie Cline
[I am not really here. This post is entirely a figment of your imagination.]

  

Offline Unknown Target

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Uh.... i have a question about MODing
just stick them together, don't bother connecting them, they'll turn up as one object in the game.
P.S. TS5 is better for renders, not models  

 

Offline HotSnoJ

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Uh.... i have a question about MODing
You should use Blender(I think the best modeler around. And easy to use) for making the first model then save to DFX (or VRML I think this saves the textures that you put on it in blender. I experimenting with this). Then import it to TS, put on UV mapping and the textures. after that save as cob or scn and use a COB2POF program to make it a POF file.
I have big plans, now if only I could see them through.

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Uh.... i have a question about MODing
Thanks guys. I got TS5 for about 10 days and I made something out of a sphere   it is a fighter. It isn't so bad but it took me about 2 hours to complete it. There are no textures, just a shape.
Mission designer for the Dark empire campaign.