Author Topic: Model Conversions  (Read 8750 times)

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Offline RazorsKiss

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I've read and reread FAQ's, tutorials, and the like, and I still seem to be getting stuck.

I'm trying to convert the models from Tachyon: The Fringe into FS2-usable models - like everyone else, of course :D

First step: Converted .pak files into .obj files.  Done. 
Second Step: Converted .obj files into .cob files.  Done.
Third: Convert .cob files... Not so much.

Now, first problem is that the conversion between .pak and .obj turns all my textures into bitmaps.
I can see the textures in Deep Exploration, but not in TrueSpace. 

Regardless, discounting textures, when I do the "attach a light" thing in Truespace, using TrueView, it still won't convert, and gives me the "stack overflow" error.  It will show within ModelView, but with no textures.

Where do I go from here?  I know I'm lost in a newbie modder's nightmare - it's the way things always go when you're trying something out, but I'm well and truly stuck as to where to go from here.

What do you need to see in order to tell me where I went wrong?

I have copies of all of the various stages, and I can replicate anything you desire.

I'm just stuck :D

Fringespace - Tachyon: Revived   ModDB Listing   Razorskiss.net 

You only think you can outfly me.

 
I know what you mean. Can't help you with the light adding thing, but the textures are simple to fix. Just open POF Editor in MDLView and change the names of the textures to... whatever you want.

Example:

rock.bmp  ----->  rock.dds (or .tga; if .pcx then don't put the extension in)
"You need to believe in things that aren't true. How else can they become?" -DEATH, Discworld

 

Offline Flipside

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You still won't see them though unless they are .PCX files iirc. It's that stack overflow that's worrying me at the moment...

Can you grab a screen-shot of your Hierarchy in Truspace and post it?

 

Offline Getter Robo G

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1.) For fighters TS is only used to orient to the left so they face forward in game, or for adding shields.

2.) you don't need to see the textures, but if you turned them into .bmp's and saved them as a .cob (via deep exploration, I use the previous version the 1.5.5 free 3d exploration to convert diff model files to .cobs, same thing) you can then see the textures in TS when you hit the render button. They do NOT stay visible.

3.) 99% of the time when PCS craps out Modelview will save the day (at least it has for hundreds of conversions I've done)

4.) Stack overflow means PCS can't handle too many polygons in same location, make the model in bigger and bigger sizes til it converts. If that is not an option and modelview can't, then you are screwed. Get someone to rebuild that model optimized, or fix the bad geometry.

5.) Ships need a light if they are all one object or do not have turrets (like fighters mostly), that solves (not grouped) errors... stupid, but that's teh deal with a light to the hull. Any ship put together in sections or that has turrets don't need a light just for the hull, turrets need their own lights for firing points.

6.) once you have the .pof created copy the existing textures into .pcx's. If your pof still doesn't show textures open with model view and make sure you edit out any texture names that end in .bmp (ie hull.bmp changed to hull)  long as you have the .pof file and the pcx files in same folder you should see the textures.

I was a modding noob once also (in fact took me almost 5 years to get multi-part turrets down). So keep at it and ask questions when you get stuck and you'll get there someday.

If you really get stuck post the relevant files and have someone look at them to see where your at.

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 RazorsKiss

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You still won't see them though unless they are .PCX files iirc. It's that stack overflow that's worrying me at the moment...

Can you grab a screen-shot of your Hierarchy in Truspace and post it?

Put all the texture files as .pcx - as you can see, the textures now render in Truespace.



The above is the Demon Pirate model. 

Here is is in both .cob and .3ds formats, as well as the original .obj.  In the cob folder, you'll find both the bitmaps it converted the .pcx files to, and the original .pcx files.

Demon Pirate Models

Anything else?
Fringespace - Tachyon: Revived   ModDB Listing   Razorskiss.net 

You only think you can outfly me.

 

Offline Getter Robo G

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Ok something is screwy alright... Why if it takes 15  .bmp textures (according to 3dexploration when I opened it) do you end up with like 31 .pcx's????? that's way too many, I think 18 is MAX (not counting ones for -glow or -shine extensions).

I will go ahead and convert this as a generic fighter, post it,  and see what happens...


[EDIT] ok, it took me bout 15 mins: 1 try with pcs and 3 tries with Model View but I got it converted. Note I tried no shield with pcs (stack overflow failure), first time crashed MV with shield mesh so I skipped it. 2nd time with MV it converted no shield but was 72 meters long!

Last attempt I reduced it by 1/3 size and it's a nice little fighter but no shield yet. ALso those textures are bland..I hope you get better ones later...

Also I had to center your model in TS (it was off), also I adjusted the center of gravity (point the model turns on) a bit.  Hopefully I oriented it correctly, had to tell if I choose the correct side or made it upside down but at least it's pointing right way! :D

I hope now you can work with this... L8tr!



[attachment deleted by admin]
« Last Edit: September 17, 2006, 05:49:46 pm by Getter Robo G »
"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 RazorsKiss

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You sir, are the man.

72 meters, huh?

That's a pretty stinkin big ship.

How big is your average fighter-sized ship, in regular FS2?

If that's how big the fighters are - you don't even want to know how big the space stations are.

If you remember Tachyon - they're absolutely enormous.

Heh.   I'll try to do something similar with the other models, and see if I can get the same result.

*crosses fingers*


[edit:] Yes, the textures will likely be updated.  My brother volunteered to do it, and he's pretty stinkin good with models and modeling.  I don't think he wants to do *all* the modeling for me, however :D [/edit] 
« Last Edit: September 17, 2006, 08:33:13 pm by RazorsKiss »
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Offline Getter Robo G

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No, from the initial size you had it sized at, it converted over to 72 meters length, I changed it to 10/9/22 to see if it would work. (then again a conversion factor might have been in play but I never look at/change those anyway...)

That's about average, maybe a little on the big side.

"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 Flipside

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Remember that the shield must be a solid, untextured mesh, I think the original Tachyon shields were quadrant shields, so if you've tried to convert those directly over, they might be in 4 parts ;)

 
I could possibly help you out considering I love tachyon :doubt:... I use that 3ds converter and though it has problems here and there I can do quite alot in 3ds. I mean, I can get past all that truespace and conversion stuff and cut right to the pof.
I have created a masterpiece.

 

Offline RazorsKiss

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That would be great, man.

Give me a shout.  Most of my contact info is listed on this site.

I'd appreciate it!

I think I have a couple texturers - we could *really* use a proficient modeler to convert these ships to something usable in-game!

I'll convert the current files into .3ds for you, and shoot you a link once I hear from you.



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Offline RazorsKiss

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http://razorskiss.net/Downloads/tach/tachmodels_3ds.rar - .3ds versions of all the Tachyon fighters (save the Leviathan - I'll get it, eventually :D)
Fringespace - Tachyon: Revived   ModDB Listing   Razorskiss.net 

You only think you can outfly me.

 

Offline Getter Robo G

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I took another quick look at them, they seem to suffer the same effect that Homeworld 1 models do upon extraction.

   Meaning even though the models are lod 0 (best detail)  they look horrible cause something messes up the texture mapping (plus a lot of teh models are over teh limit and need baking or changing entirely).

I tried a few experiments and only like 2 of them came out decent. What I did was open all the textures and sharpened them. It helped all of them, but 90% of the tiem just showed how much they need texure help. The models themselves geometry wise seem ok for now.

These certainly have potential, but you need a texturer who knows mapping to get these sorted out at this stage. Don't know how stable the meshes are in game though.

I'll wait and see if Vengence convertes any over before I do anything else. No need for duplication of effort...
"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 RazorsKiss

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My brother said he would try with the textures. 

As far as the models go... I don't know quite how to check and see whether the geometry is right or not.
Fringespace - Tachyon: Revived   ModDB Listing   Razorskiss.net 

You only think you can outfly me.

  
Note to self, stop volunteering for stuff when already up to neck in work :doubt:...

The models are very sketchy. Lots of holes and missing faces. Can be fixed quite easily in 3ds but it would take quite a bit of time.

EDIT: Scratch that, it happens on some models. I'm doing the pegasus considering thats my second most favorite looking ship even though its armor is like newsprint :lol:.

EDIT2: Ack, another edit. The texture coordinates are fine.

EDIT3: Gah, I hate pressing that button.
« Last Edit: September 22, 2006, 08:09:25 am by Vengence »
I have created a masterpiece.

 

Offline Getter Robo G

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I'd certainly like a go at a few of them, but not staying faithful to Tachyon  ;7

The easiest way to test if you are unsure is to put it in game and shoot it.. CTD on weapon hit or mesh death is a sure sign...

IF the ship simply vanishes on first hit (no damge or explosion), that's a mass entry problem,e change mass to like 10000+  Once in a blue moon, on conversion, a mass number gets corrupted and changes to like 0.000
"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 RazorsKiss

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I'd just like to say thank you, all, for the work you've done looking at this stuff, and the fantastic help you offer.  In most communities, you'd never get this much help.  Ever.

I'll almost certainly be asking more questions, but I'd like to offer a note of appreciation :D

Fringespace - Tachyon: Revived   ModDB Listing   Razorskiss.net 

You only think you can outfly me.

 
Can you do me a favor and get pics of the pegasus from all sides because I don't know where to apply all the skins. There is like over 10 skins on the pegasus alone.
I have created a masterpiece.

 

Offline RazorsKiss

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« Last Edit: September 23, 2006, 04:22:49 pm by RazorsKiss »
Fringespace - Tachyon: Revived   ModDB Listing   Razorskiss.net 

You only think you can outfly me.

 
These skins are quite low res too. This is what I have so far.

I have created a masterpiece.