Author Topic: "We're off to Outer Space..."  (Read 8068 times)

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Offline Liberator

  • Poe's Law In Action
  • 210
"We're off to Outer Space..."
Hey, I liked SD Gundam.  It's not Shakespear, but they can't do dark and menacing all the time.
So as through a glass, and darkly
The age long strife I see
Where I fought in many guises,
Many names, but always me.

There are only 10 types of people in the world , those that understand binary and those that don't.

 

Offline Flaser

  • 210
  • man/fish warsie
"We're off to Outer Space..."
SD means Super Deformed and it's suposed to be a constant Omake = joke/parody ect. show.

Don't expect serious stuff from that.
"I was going to become a speed dealer. If one stupid fairytale turns out to be total nonsense, what does the young man do? If you answered, “Wake up and face reality,” you don’t remember what it was like being a young man. You just go to the next entry in the catalogue of lies you can use to destroy your life." - John Dolan

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
I love that site! I constantly badger people to get them to interested in those designs (as everyone knows, especially me, I have no modling talent)... I'm good at OTHER things, but that is a discussion for another webiste entirely... ;7

   Anyway still no word from atra (yet) BUT amazingly enough someone tracked me down and I need to shut up now (but in the best possible sense)...

   I'm in FAN-BOY HEAVEN!

   Once again my faithfulness has been rewarded and also it KILLS me to not say more than: "You guys are in for a significant treat down the road!"

  So unless my modlers in RT make some more progress, or FS Trek Picks up, I may be really low profile for awhile (meaning instead of 10 posts a day you might see 1 or 2) :lol:
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline magatsu1

  • 210
"We're off to Outer Space..."
you know, I was in Truespace a little while ago and had forgot to de-select obj. scale and created an SD (super deformed, not shivan destroyer) Orion. Maybe I should do a SD FS2 Mod ?!:D
Blitzerland: Knows what he's talkin' about

 

Offline NGTM-1R

  • I reject your reality and substitute my own
  • 213
  • Syndral Active. 0410.
"We're off to Outer Space..."
...

*sneaks up behind magatsu1 with a garrote*

That's what DEM was for.
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
"Are you threatening me? I need Teepee for my bunghole!"

  Seriously now, if he goes through with it we need to discuss spacing him out the nearest airlock, or maybe convincing Carl to eat the evidence of your handiwork?

  "Look Carl, we soaked the body in Teriyaki sauce! YUM!"
;)
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

  

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Atra got a hold of me and sent the .3ds yamato (6k)... However he did not send textures and the model is one object? I slapped some junk on it just to hold the coordinates and tried to convert it as it. I added a light for grouping and modelview, PCS, and high limit Cob2to Oof all failed.
 
   In the mean time I will talk to Atra again and see if he can send the textures (or were those simply a 3ds thing?) that looks so damn good!
I will send him a lionk to teh ship creation tutorial and see if he's willing to work on it but sinc ehe is extreamely busy with SFC and BC modding chances are it wont happen.

   So in case something happens to my drives I am making this available to the comminuty:

http://www.free-webspace.biz/GRG/yamato.rar

(Right click save as...)

   If Atra decides to edit it for us before someone steps forward I will make that version available also. Please not again those textues are NOT what he origonally used...(just placeholders)

  ENJOY!
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
"We're off to Outer Space..."
Did you unify duplicate coordinates before making it a cob?  Simply loading it into Truespace won't convert the file properly; you'll need 3desploration or something similar.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
HUH?

  I did what I always do.

1 open compatible file format into 3dexploration (old 1.5.5 versionz) and saved as .cob

2 open TS3.2 and orient it, save

3.) tried to convert, got need to group warning.

4 went back added a light in TS, saved

5 Tried to convert failed (at this point model stay on drive in storage untill I can get a modler to look at it).

Wash repeat x1000 over the last 3 years...

  I get a pretty good conversion rate but remember this was NOT made for FS anyway adn is like 5-6kpollys (probably full of intersections and other natsiness or unstable geometry)...

  That's the point where I move on to another model or go back to working on weapons, interface screens, avi's, voice captures, or fredding until something else pops up...

l8tr!
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
"We're off to Outer Space..."
In 3dexploration, I've almost always found it necessary to use the "join equal vertices" command before exporting to cob.  Technically PCS will do this for you, but it's easier to do it where you know it works than to trust that PCS will do it on an object of that complexity.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 
"We're off to Outer Space..."
I just tested the Yamato.cob you posted, and it pofed allright, with no problems. In PCS. The poly count is high, wich takes a bit longer, but it converted.
No Freespace 3 ?!? Oh, bugger...

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
That's awesome!   Of Course you got a bunch of things going on (liek most peopel here) but since you alredy got it, woudl you mind finishing it? I mailed Atra to send me the original textures so as long as yo uleave teh place holders it should be an easy switch later on...

  These are what will replace what I used (since I only was sent themodel without texturs used)...

   

Note I edited the pic size to fit requirements of host. When it gets them back it will look amazing, especially if you guys can put glow and shine on them!

  I'm already working on the shock cannons using a base weapon and here is a test shot (keep in mind that the beams will eventually match the number of turrets firing although it's just ONE point per turret. ie the Hood's dual turrets will have 2 beams and Yamato's tri barrels will fire 3 beams, The 4 beam is the defualt for Zentreadi. That is what I am starting with...)   I think the defualt color mathces the anime aready so that is a bonus!!!

   Again ignore the hud, it's temporary , RT is mixed with  the other mod and it's conflicting but I did it just to see the models in action...



   IF you noticed the WMG of the Borodino is Trashman's Macross Cannon (but for some strange reason it shrunk to fit perfectly on it's own? and this ship is 1/3rd the size of SDF-1? Wierd but perfect!!!)

   Please no questions about the mod yet... Just enjoy the pic...
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 
"We're off to Outer Space..."
@Getter Robo G:

I think you should give the pof one more shot yourself. I noticed the model comes with a shiny metal texture, that could be giving you trouble converting. Open the model in TS, triangulate it, and give it a texture, any texture at all. As long as you get rid of that shiny thing, you should be OK. Then save it as a .cob again. Only then do you try to pof it, using the re-saved version. It should work allright.
If you have the texture map, texture the model in TS, so that the .pof conversion includes the texture data.
Always do your pofing in PCS. Use Modelview only to see how it´s going and move stuff around. But the last stage, the most important stage, is better done in PCS. At least that´s my advice.

Oh, btw, the Yamato has that  strange appendix sticking out of the hull underneath, that i would prefer see it gone. It disrupts the flow of the model.  It´s that red thingy, that looks like a mini-sub. I don´t know if the original model has it (never seen the show), but it looks ugly. You might consider taking it out...

:nod:
No Freespace 3 ?!? Oh, bugger...

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
"We're off to Outer Space..."
It's supposed to be there (if you ever watch the show you will understand, also that is not the only ship with those kind of structures) so they are canon and will be included on all ships specified to have those abilities...

   If you want to customize a version Atra has no problem with that but if you make it in a mod he wants a link.

  Anyway here is the ORIGINAL .3ds model as you can see textures were mapped and named but not included . (I don't have .3ds so maybe it's imbedded but not visible in 3dexploration? I didn't understand what you were talking about (remember I am not a modler or a texturer, I just do simple conversions exactly how I explianed it. I never create anything original and always give credit where it's due.

http://www.free-webspace.biz/GRG/yamato.3DS

  I let PCS run 5 mins and it was in non-response mode. I don't think taking off my temp textures will affect it. (or maybe my 1.8ghz P4 is not powerful enough to handle a model of that complexity?)

  I emailed Atra again and he said the original textures were included in that file but I say they are missing! can anyone extract them? I just don't see them although they co-ordinates were assigned and marked for placement...

  I should hear back from Atra in a few days...

 What did you think of my idea for the shock cannons (people who've seen the anime)? I know it has a bit of editing to go but I think they will be spot on!
« Last Edit: October 04, 2004, 11:07:05 am by 2035 »
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 
"We're off to Outer Space..."
Ok, i´ll talk you through it.

First, open Truespace. If you don´t have TS, download the free version, or even better get the latest version in any p2p network.
Load your model, the one you linked first. You should now be seeing your model in perspective view, right? Now open the Material Editor. It´s the icon that looks like a painter´s ink plate. Next, open your Material Library, it´s the 4th icon from the top down, on the left of the screen in TS.  It looks like a bunch of coloured balls. Now, here´s the thing: you need textures. TS comes with a set of ugly textures and shaders, but nothing we can use. So you need Freespace textures. If you don´t have them yet, open VP_View, and look for the "sparky_fs2.vp". Inside there are several folders. Open the "maps" folder. You should now get a big list of every texture in FS2. Browse through them, and choose the ones you like, and extract them to a folder on your HDD. You can extract them all at once , to save work. Next, you need to convert these .pcx textures to something Truespace can work with. I find that bitmap (.bmp) is the best format. Open your favourite paint program, like Photoshop or Paint Shop Pro.
You now have to open each .pcx texture, and save them under the same name, but in bmp format. Place these newly converted textures in a folder of its own, to avoid any hassle.
As soon as you have the textures converted to .bmp, go back to TS, and open your Image Browser, wich is the top icon on the vertical tab on the left of the screen. It looks like a TV.
Once you open it, use it to look for the textures folder you just created. You should now see your textures in TS. But you can´t use them yet, you need to add them to your project library first. So now, go back to the Material Library, right click on the bottom of the window and click  "NEW". You should now see an empty library, but don´t worry, you´ll place something in it in jus a sec.
With the new library open, go to the Image browser, and right click on any texture. Select "Add All to Library". This will place all the Freespace .bmp textures in that library you just created, for easy access later on.
Now it´s the easy part: With your model loaded, use the Library and the Material Editor to select our texture. Click any texture in the Library, and you will see it in the Material Editor. Select your model, and click on the top icon in your Material Editor, that says "Paint Object". And there you go! Your model is now painted with that texture.
NOTE: Do NOT use the UV tools, otherwise you will loose your placeholders.
With the model textured, save it as an object, not as a scene.
Close everything, and open PCS.  On the "Conversion" tab, select "Cob to Pof", and look for your newly saved .cob model.
Wait as it loads, it will take about a minute. If you see a message saying  "Input was: 2 materials, 1 group, 1 light... bla bla bla yadda yadda yadda", then you are all set! You should now be able to view your model in the PCS 3d window. Save it as .pof, in the "models" folder inside your Freespace directory, make a table entry and you are all set! :nod:

NOTES:
Remember always to group your models, by adding the lights, and triangulize your models ALWAYS.
Don´t use over 15 textures per model, or you´ll crash.
Don´t make models with more than 10.000 polys, or you´ll have troubles with it.
Add your custom textures to FS, in .pcx or .tga format, in your "maps" folder inside the FS directory.
And finally, if you don´t know something, ask for help. It beats spending hours and hours of trial and error to get it right...  
:D

Hope this helps. Cheers!! :)
No Freespace 3 ?!? Oh, bugger...

 
"We're off to Outer Space..."
Oh btw, i forgot to tell you. This model is rampant with geometry errors. It could be that the reason why you are having troubles converting. While doing a superficial exam of the model, i found several bad geometry spots. The PCS report also shows that:



Notice the "started with 5249 points, and ended with 3542". In a clean model, you should end with as much points as you started.
Maybe you should confirm this with someone more knowledgeble than me. I´m a n00b at this stuff...

edit: I pofed the Yamato, in case you need it. But of course, it has no turrets or anything. It´s just the main model. To make those turrets work, they need to be sub-objects. I guess you need seperate the turrets from the hull, and judging by the number of turrets , you have quite an awesome task in front of you... :nervous:

http://www.swooh.com/peon/Swamp_Thing/MySwampFiles/Yamato.ace
« Last Edit: October 04, 2004, 01:51:58 pm by 2050 »
No Freespace 3 ?!? Oh, bugger...

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
"We're off to Outer Space..."
Haven't tried it in game as a targe, but modelview crashes (adn also caused a major lag on my system I needed to reboot)

   Here's teh original 3dsmodel but this time WITh the textures it's suposed to have! if anyone makes this useable please link to it (atra just wants to be credited) and if used in a mod a link to it.

  Thanks for the mini tut, I will copy that into a wordpad doc and keep it in my modding folder!

http://www.free-webspace.biz/GRG/yamato1.rar
http://www.free-webspace.biz/GRG/yamato2.rar

Due to upload limitations I had to change teh bmp's into pcx's and then .rar them to get them here. You will have to batch convert them back to .bmp's to see them on the model unless you re-associate each texture on it as a pcx via 3dexplorer, ect..
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline magatsu1

  • 210
"We're off to Outer Space..."
Quote
Originally posted by Swamp_Thing
triangulize your models ALWAYS.


HT&L builds do that for you.
Blitzerland: Knows what he's talkin' about

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Finally got the Andromeda to fire! The destryoed turret submodel data must have interfered with normal operation, erasing the data allows them to still be destroyed but now unlocks them.

   I had to resize the Wave Motion Gun dimensions(and chose old Macross Cannon textures.) I think it came out great!

Most importantly the Shock cannons look as they should and now by defualt the texture is for tri-barreled ships (link Andromeda and Yamato/Argo). For special ships like EDF-Hood (2 barrels) I made A two beam texture and a 4 beam one, Now the weapon data just needs to be balanced but they work and look good (Fini!).

Last night I got someone who used to model in truespace LONG ago interested in modling again (he use to model FS1) and after seeing what SCP has done he got excited enough to possibly help meout (with the yamato at least) he says it's not bad, so hopefully I can get it finished off soon. (it pays off to hang out a lot in yahoo anime chat it seems) He he.. L8tr!

http://img51.exs.cx/my.php?loc=img51&image=andromedafs3.jpg

http://img66.exs.cx/my.php?loc=img66&image=andromedafs1.jpg
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
doing tests I converted an image file into a tri beam, and well this is what I got:

"GENTLEMEN BEHOLD!"


Not perfect, but someone can tweak it later.. I'm happy with it (and for now that's all that counts).

Note that I will be upgrading the zentreadi weapon that inspired me to make WWi turret tri-beams as well with this image since they use the same color (but use 4 beam versions)...

A major upgrade I think!
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)