Author Topic: Modelling tutorial ?  (Read 13457 times)

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Offline G0DVL

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Hello everyone.

I'm a newbie in the FS universe, and so FSOP as well. Though i heard about this game, i've not been interesed as now since MobiusDragon told me about the modding possibilities of the game. As an old fan of the Colony Wars series, I would like to try modelling this universe for this game.

Here is my first attempt, using Google Sketchup : http://www.youtube.com/watch?v=ubZTo1AuyyY
(be careful, at 1:00, the sound is back along with a replay of CWV to show differences between the model and the Battleship in game)

The Wiki is well documented, but I feel like everyone know how things work to make a mod and i'm still confused about the explanations, the file's types, ect... so I've got a few questions :

- How can I model for FSOP ?

I understood on the Wiki that 3DSMax and Blender were common tools to use with the current converters. I used Google Sketchup because i'm new at modelling (as you can see in the video.). Is it necessary to use these programs to produce the models in the right format ? There is also (I think) other steps that I miss to add my model in game.

I would happily write an article on the wiki about this, since it'll be an experience from someone "fresh" in FSOP, without all the file system experience.

 

Offline Stormkeeper

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Blender and 3DSMax are recommended because their UI is user-friendly, and they can export directly to .cob formats with the right plug-ins. The .cob format is the only format that PCS2 uses, and will convert it to the .pof format that FS2 uses.

Truespace can also export in .cob format, but I've heard that its UI is less than inviting.
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Offline Vasudan Admiral

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:welcome:

It's a nice first model. :)

Modding for FS roughly involves the following steps:
1) Build & texture the model (Obviously this is the part that takes the longest period of time)
2) Set the model and especially the hierarchy up ready for conversion
3) Export the ship in (typically) the DAE format if at all possible, as support for that in PCS2 is rather good now.
4) Open the model in PCS2 and save as a POF.
5) Still in PCS2, add all the appropriate data to each 'chunk' such as gunpoints, subsystems, paths, glowpoints etc.
6) Create or copy and modify a table entry for the ship, typically using a TBM (modular table).
7) Test thoroughly. :p

If you want me to expand on any particular step let me know. :)

Though you don't need to worry about them until after the conversion, textures are handled like this:
(All textures should be in the DDS format for efficiency purposes, though the DXT subformat should be correct for each texture component)
Diffuse map: ExampleTexture.dds (DXT1a unless you need an alpha channel, in which case it should be DXT5. This is the only compulsary map)
Glow map: ExampleTexture-glow.dds (DXT1a ALWAYS)
Shine map: ExampleTexture-shine.dds (DXT5, since the alpha channel controls the environment mapping level)
Normal map: ExampleTexture-normal.dds (DXT5_NM. If it was generated correctly it should appear green and gray when you view it normally)

A basic final release of a ship should consist of:
- The POF file (the model)
- All the DDS map files (the texture images in the DDS format)
- The TBM file (The table entry specifying the stats of the ship)
- Optionally the IBX & TSB cache files generated from the model in-game and stored in Freespace\mod_dir_if_applicable\data\cache.

For the modellers available:

=== Sketchup ===
Sketchup is free and very intuitive, and that makes it a good way to learn the concepts of 3d, but it gets to the point where you begin to be quite restricted by that same intuitive toolset. At that point you will need to recognise you've hit the limits of its abilities and switch to a more capable application.

Conversions from Sketchup to PCS2 readable COBs is possible, but I don't think it's easy or clean.

=== Blender ===
I use Blender because it's free and VERY powerful. It will be able to do everything and anything you could want to use it for in building ships for FS. (I even use it for animating weapon effects and cutscenes.)

The downside is that it's got a scary interface, but following any of the thousands of tutorials and realising that the real interface is easy-to-learn keyboard shortcuts will fix that and you'll find it's an immensely efficient workflow.

=== 3DS Max ===
Well it's not free, but if that's not a problem (one way or another) it's certainly a powerful application. Many people use it for ship building, and with the DAE exports you have a conversion avenue equal to that in Blender. I didn't like the interface much nor the actual modelling process, but there are plenty of online resources with which to learn it.

=== Truespace ===
Let me make one thing clear here: I am only mentioning this to tell you to never ever ever ever use it or even go near it. I could write a book on the things I loathe about truespaz - and those things run a lot deeper than 'I don't like the interface'. (To any potential TS defenders; disagree with me quietly because I will take a peverse pleasure in ripping it apart for you. Ye be warned. :p )

The above modellers (mainly Blender and 3ds Max) are clearly not all that are out there, but they're the main ones that have the ability to save convertable files and so are the ones I consider to be the most important.
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Offline TrashMan

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Truespace can also export in .cob format, but I've heard that its UI is less than inviting.

LIES.
Truespaces UI trumps ALL! 3DMax can go hide under a rock.

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« Last Edit: September 26, 2008, 07:10:04 am by TrashMan »
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Offline Vasudan Admiral

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The binmans headz must roll. :p
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Offline G0DVL

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Thanks for welcoming me and for your quick replies ! I'll try reloading my Sketchup work in Blender then, texturing it and see what else I can do with the textures (I never experienced textures types of glow, shine... i must give it a try). Then i'll retry PCS2 and the tables. :)

 

Offline Vasudan Admiral

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There are a bunch of excellent video tutorials on the blender website that you can grab to get the basics of the program. It's simple and incredibly efficient once you get to know it. :)

Edit: Oh and for PCS you will need to grab the DAE supporting version from Spicious' sig (and the DLL), and report problems in the same thread: http://www.hard-light.net/forums/index.php/topic,54757.msg1140418.html#msg1140418
« Last Edit: September 26, 2008, 08:22:12 am by Vasudan Admiral »
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Offline TrashMan

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The binmans headz must roll. :p

You're welecome to try. Greater individuals have tried and failed.
Must be because I have no head to roll really. I'm a pure manifestation of evil.
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Offline Vasudan Admiral

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Fine. :p

Do something like this:



In truespaz without massive hairloss. :p
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Offline blowfish

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Some people swear by TrueSpace, most others loathe it.  Personally I'd recommend trying to learn Blender.  My whole modeling career I've been using SketchUp, and now that I'm beginning to reach it's limits, it's hard to give up  :blah:

Oh, and I think TrashMan just got 0wned :P

 

Offline Stormkeeper

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Oh, and I think TrashMan just got 0wned :P
:wakka:

This happens alot, GODVL. The Blenderists and the Truespazists are always locked in eternal conflict.  :p
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Offline pecenipicek

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Fine. :p

Do something like this:



In truespaz without massive hairloss. :p
its possible. with a lot of patience.
which i had 3 years ago and when i was starting to work in truespace... the only reason i switched to cinema4d was because it had a vastly more powerfull rendering system than truespace, as in general being more user-friendly than any 3d app i've run into.


ummm... i think i completely missed the point. nevermind :p



still, the point of everything is, the program doesnt matter (especially since pretty much everything can export to vrml) , the user and his experience with a program do.
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Offline peterv

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Fine. :p

Do something like this:



In truespaz without massive hairloss. :p

Do'nt do that VA. Respect my heart condition  :yes: :yes: :yes:

 

Offline Stormkeeper

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peterv is a truspazist?
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Offline peterv

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Are you seriously asking???  :lol:

 

Offline Stormkeeper

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Nah, just curious. I'm a Mayan. :p For now, anyway.
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Offline blowfish

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peterv is a truspazist?

I thought he used MAX :wtf:

 

Offline peterv

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I'm a 3dsmaxer, Mayan and periodically playing with the Poser (the best for ANI's).   :)

 

Offline Stormkeeper

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So he's a Maxist and a Mayan.
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Offline peterv

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But not a Marxist  :lol: