Author Topic: Help?!  (Read 1375 times)

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Offline NGTM-1R

  • I reject your reality and substitute my own
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Okay, here's my problem: I have a ship, the Akula, that you've probably seen. I consider it finished as far as modelling and texturing go, and would like to finish up the remainder of the stuff necessary to get ingame.

I can't.

Conversion from .c4d format destroys the texturing and thruster/fire points. Despite my best efforts and to the accompaniment of more profanity then I have ever directed at my computer before, I cannot convert to a file format TS 3.4 will read, either, despite using various conversions out of .c4d and then various converter programs for a second conversion.

Thus I turn to you folks. I have a model with what ought to be correct hierarchy, LOD 0, LOD 1, and debris. I also have a texturing scheme in mind. I need someone else to put the textures, firepoints, etc., back on the damn thing so I can work with it in PCS.

http://www.geocities.com/ngtm1r/Akula.zip

File format is .3ds

As part of the zip are three views of the textured version so whoever picks this up knows what the heck they're doing, a text file which tells you which stock FS textures I used, and the one non-stock texture.

Edit: reupload...hopefully correct.
« Last Edit: June 14, 2005, 11:05:18 pm by 2191 »
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline pyro-manic

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Hum. No idea how to do this meself, but I thought I'd give it a bump to see if someone else notices it. This is your torpedo cruiser thingy, yes? It's cool so I want to see it in-game. ;) The file is a .3ds, but I'm assuming from your post you're using Cinema 4D, which I've never even seen let alone used. So I can't really help. However, I took a quick squint at it in 3DSMax 7, and the two multi-part turrets on the botom of the belly engine are at a funny angle - they're twisted to the right and down. There's also a very obvious geometry error at the nose. Just thought I'd point it out. :)

Nose error:


Lopsided turrets:


Cool ship, though. Somebody help the man!

EDIT: Also, I just had the one model in 3DSMax - no separate lods or debris. This could just be my acute lack of knowledge of how to view other lods, but again I thought I'd mention it in case something is important. Then again, these errors might just be conversion cock-ups or something - you need an expert....
« Last Edit: June 14, 2005, 06:55:19 pm by 853 »
Any fool can pull a trigger...

 

Offline NGTM-1R

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That's...odd.

The nose error I can't explain...and the turrets are simply beyond my comprehension. They should not be that way. They are not that way in the model before conversion, nor after...

And there ought to be three seperate models, though they're probably overlaid on one another...

Edit: From the black color, it seems I might have uploaded the wrong model...that's what it looks like after texture corruption in conversion for me.

Altering the upload now...
« Last Edit: June 14, 2005, 10:56:43 pm by 2191 »
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline Taristin

  • Snipes
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  • BlueScalie
    • Skelkwank Shipyards
I opened it as well.

The bottom turrets are indeed at an odd angle. More than likely a conversion error. There are some geometry errors, yes. I unified the face normals on the mesh, and there were two missing faces on the front.

There are LODs (2, main and the lower) and there is debris.

Aside from that, I dunno. The textures aren't applied by default. I'd look again, if I hadn't closed max already, if the UV data is still intact.

Also, why are ther close to 70 lights in the scene?

Edit: the black dissapeared after I deleted all the lights. It's Max making shadows all over.
Freelance Modeler | Amateur Artist

 

Offline NGTM-1R

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The lights? Placeholders for firepoints...although 70 seems like far too many. Conversion error, I suspect.
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline Grug

  • 211
  • From the ashes...
I had similar issues as Raa.

If you can send me the meshes of each LOD indivudally, no lights or other stuff. I can put them together export to pof, then use pof to cob to get something you can edit in TrueSpace.

You'll probably have to retexture it in Truespace. Although there is a program that makes unwrapping a lot easier, LithUnwrap or something? I think DaBrain uses it.
Might make it easier to texture.

 

Offline NGTM-1R

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I tried LithUnwrap once...it drove me quite mad.

Anyways, all yours: http://www.geocities.com/ngtm1r/AkulaLOD.zip
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline Grug

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  • From the ashes...
Alright, I took a look at it.
There are a few errors for starters:
- Lod1 & 2 are identicle
- There are missing faces in a few places in the Lods and the debris

Mainly the two large triangle sections on the side on the nose, as well as one part under the nose.

Then there seems to be missing faces all over the debris.

Can you see these or is it a problem with the exporting?

 

Offline NGTM-1R

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LOD 1 and LOD 2 aren't identical: they just look very much like it.

The missing faces must be a conversion problem, I don't see them. I was very careful with the debris in particular...
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline Grug

  • 211
  • From the ashes...
Whoops, double checked this time, your right they arn't identicle. Still the difference only being 3804ploys LOD1 compared to 3487polys LOD2 confused me. Until I realized the turrets etc are still with the second LOD.

Sorry to put you to it again ( :p ), but could you send me the second LOD by itself without any turrets etc?
I'm pretty sure they shouldn't be there for the second LOD.

Also, shouldn't the turrets have a destroyed LOD each, under the LOD1?

Here are the face errors I was talking about:

 

Offline NGTM-1R

  • I reject your reality and substitute my own
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  • Syndral Active. 0410.
For a moment I thought I had it figured out, and I'd been careless with the create polygon tool and the normals got reversed...but it seems that isn't the case. And what's more, neither of them seem to be composed of whole polygons. The section missing from the side hull is two polygons, but there is no third polygon like that little bit of grey crossing that area...the chunk out of the forward section is taken out of one polygon, I think, but it's not the whole thing. Frankly I'm baffled.

Destroyed turret LODs? What do I look like, a master? Bah, I'll just have them disappear. It's my first serious model, never mind first FS mod.

LOD2 minus turrets: http://www.geocities.com/ngtm1r/LOD2.zip
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline Grug

  • 211
  • From the ashes...
Some of the lines you see are the faces on the opposite side of the model because of the hole.

If worst comes to worst I'll have a look at filling in the gaps myself, there shouldn't be too many there... I hope. :p

The textures may be a problem, but I'll see what I can do. :)