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Freespace => Freespace 2 MODing => Topic started by: FusionStorm on December 25, 2004, 02:33:44 AM

Title: Freespace Modeling Tools, exc.
Post by: FusionStorm on December 25, 2004, 02:33:44 AM
Thought I would make this thread to put the links for FS modeling tools like TS, Blender and for stuff like Modelview. If anyone knows of more post e'm. :biggrin1:


Got these form Karajorma's FAQ. So thank him. :nod:
Truespace 3.2 (http://download.com.com/3000-2186-10187913.html?tag=lst-0-4) <----!!DO NOT USE, DEAD END!!!!! USE AXEM'S LINK BELOW

Blender (http://www.blender3d.com/)

Gmax (http://www.discreet.com/products/gmax/)

Wings 3D (http://www.wings3d.com/)

LithUnwrap (http://underworld.fortunecity.com/pacman/106/fs2mods/shipcreationguide/)

Here is Modelview, a handy program that is kinda hard to get a hold of. Thanks again to Karajorma

Modelview (http://www.geocities.com/vasudanad/modv32b5.zip)
Title: Freespace Modeling Tools, exc.
Post by: Hammer on December 25, 2004, 03:59:52 AM
there is that whole descent network site with the modelview and vpview and all that good stuff, ill post it as soon as i remember where it is
Title: Freespace Modeling Tools, exc.
Post by: Axem on December 25, 2004, 04:12:15 AM
Use this link for TrueSpace 3.2 instead, that one leads to a dead end.

http://forms.caligari.com/forms/ts3all_free.html

Kazan's POF Constructor Suite

http://sourceforge.net/project/showfiles.php?group_id=26889&package_id=53033&release_id=228607
Title: Freespace Modeling Tools, exc.
Post by: Hammer on December 25, 2004, 04:30:09 AM
http://www.descent-freespace.com/tools/


heres the site with all the tools
Title: Freespace Modeling Tools, exc.
Post by: FusionStorm on December 25, 2004, 04:38:30 PM
Thanks for fixing that and puting the right link, that one just worked the last time I used it.


Ok, here is Karajorma's FS FAQ. I still look at it better than the Half-done Wiki.New to modding, this is the place to go. :nod:  :yes:

Karajorma's FS FAQ (http://homepage.ntlworld.com/karajorma/freespace/intro.html)
Title: Freespace Modeling Tools, exc.
Post by: FusionStorm on January 01, 2005, 03:43:04 AM
Ok, here is DOGAGCA, A nice little program that is great for those who have just started modeling and Truespace or 3DS Max is too hard. Thanks to Axem for finding it, and Star Dragon for getting the link.

DOGAGCA (http://doga.co.jp/english/download/index.html)
Title: Freespace Modeling Tools, exc.
Post by: VA [TI] on May 17, 2005, 06:42:20 AM
Here's a pair. :)

HTL Modview
Download and installation instructions: (handles high poly models and high res textures - but i can't yet add multi texture format support. :( )
http://dynamic.gamespy.com/~freespace/fsdoc/index.php?pagename=ModelView%2032

Blender Tutorial Site
Excellent and very extensive guide on using Blender: http://www.blender.org/modules/documentation/htmlI/c637.html

Incidentally, if someone could upload both modview packages to somewhere slightly more...dependable than my geocities account, i'd be very grateful. :D (If someone does, let me know and i'll update my entry in the Wiki. :) )
Title: Freespace Modeling Tools, exc.
Post by: TopAce on May 18, 2005, 01:36:06 PM
Your new ModelView can't open any HTL ships for me, VA.
I installed from the 32b5 exe and replaced the exe with the 32.exe as instructed.
Title: Freespace Modeling Tools, exc.
Post by: VA [TI] on May 19, 2005, 06:49:02 AM
hmm, that's odd indeed. Try installing the beta 5 to a different directory and then replacing the exe to that.
If that doesn't work, is there any more info you can give? Ie, does it load some models but not others, does it crash when trying to load something, did you change where it looks for textures etc?
Title: Freespace Modeling Tools, exc.
Post by: TopAce on May 19, 2005, 02:11:31 PM
I figured out the problem: It doesn't like to render a textured HTL model. Wireframe and Surface modes are working and I can examine the model, but when I switch to textured mode, it crashes with the 'Programme performed illegal operation'-type error and quits.

I suppose the problem is that it panics if it can't find a texture(which is only in a VP).
Title: Freespace Modeling Tools, exc.
Post by: VA [TI] on May 20, 2005, 09:07:04 AM
It should be able to read the old 256 colour PCX's tho - but only if it's actually browsing the vp with the model in it.
Assuming they are the correct format, try extracting the model and the textures to some folder and then opening the model there, and also try opening the containing VP via modelview, if that's not what you already did. :)
Title: Freespace Modeling Tools, exc.
Post by: TopAce on May 20, 2005, 10:03:54 AM
Yes, extracting the textures came to mind, but I did not do it, it was not urgent to see the HTL Hercules textured. :)
Title: Freespace Modeling Tools, exc.
Post by: Roanoke on August 22, 2005, 09:48:42 PM
How did you guys forget ?

http://www.irfanview.com/ (http://www.irfanview.com/)
Title: Freespace Modeling Tools, exc.
Post by: Star Dragon on September 02, 2005, 12:27:14 AM
Note if some people have files that need to be hosted you can do up to 50mb here, I recommend making project folders to organize the type of files (I use this site for my Voice acting samples now and made folders for models of other projects)..

http://savefile.com/members/index.php (http://savefile.com/members/index.php)

Hope this helps some people...
Title: Freespace Modeling Tools, exc.
Post by: bash on September 08, 2005, 01:57:14 PM
Has anyone ever tried Maya? I think its a very powerfull tool and its free for non-commercial use.
Title: Freespace Modeling Tools, exc.
Post by: FusionStorm on September 08, 2005, 07:15:14 PM
I think someone has, but couldn't convert to use in FS.
Title: Freespace Modeling Tools, exc.
Post by: Taristin on September 08, 2005, 07:22:05 PM
It takes a bit of work to convert it to a FS compatable format.......  or atleast it did before the max converter was released, but there's still the messy face problems that Max gets when importing maya files.
Title: Freespace Modeling Tools, exc.
Post by: bash on September 09, 2005, 10:27:06 AM
Why do you want to convert to Max? Why not use LithUnwrap an move directly to *.cob?
Title: Freespace Modeling Tools, exc.
Post by: takashi on December 30, 2006, 02:36:06 AM
the link is to register, not download?
Title: Freespace Modeling Tools, exc.
Post by: karajorma on December 30, 2006, 09:15:20 AM
If you mean the TS one, then yes they expect you to register then they give you a code and a download link.
Title: Freespace Modeling Tools, exc.
Post by: takashi on January 01, 2007, 10:00:49 PM
thats....strange. has anyone tried photoshop for your texturing needs?

http://www.adobe.com/products/photoshop/

sure, its hard to use at first, but when you get used to it, it does better than PSP and others, especialy if you get eye candy, that handy plugin.
Title: Freespace Modeling Tools, exc.
Post by: takashi on January 07, 2007, 07:59:05 PM
double post since the edit button disapeared:

the link for Gmax is broken. just some "buy this software" message.
Title: Freespace Modeling Tools, exc.
Post by: shiv on February 09, 2007, 09:47:45 PM
I've made my first ship with DOGAGCA

How to export it into pof format now?
Title: Freespace Modeling Tools, exc.
Post by: Star Dragon on February 10, 2007, 11:01:55 AM
Gmax is downloadable, but you can't get a key. All the "free" ads are obsolete. By the time I downloaded it I couldn't get one... Pretty useless once you get 3dsmax though, ;) sorry but they made me do it...
Title: Freespace Modeling Tools, exc.
Post by: VA [TI] on February 10, 2007, 01:11:30 PM
Quote from: shiv;56541
I've made my first ship with DOGAGCA

How to export it into pof format now?
I'd advise against trying to get DOGA models into FS. A couple of quick experiments imply they're rather unstable geometry wise - odd face groupings, a lot of disconnected verts and many other problems.
All of these problems could be fixed in a proper 3d program, but the better solution would be to use said proper program to model the ship from scratch in the first place. ;)
Title: Freespace Modeling Tools, exc.
Post by: shiv on February 10, 2007, 05:13:15 PM
Hmm... on my PC everythng is working properly ;)

I've exported it into TS 3.2 and now I'm trying to texture it :)
Title: Freespace Modeling Tools, exc.
Post by: VA [TI] on February 10, 2007, 10:46:08 PM
It'll appear to be outwardly solid and stable, but just look in the heirarchy. If it's anything like what I saw, it'll have separated itself into dozens of separate objects. It certainly won't be solid, and I bet TS 3.2 will explode if you try and merge them all into one. PCS however will probably explode if you try and convert a ship made of those dozens, if not hundreds of fragmented objects.

This is why I said the problems could be fixed with a proper 3D proggy. :p
Title: Freespace Modeling Tools, exc.
Post by: Taristin on February 10, 2007, 11:19:38 PM
Quote from: shiv;56655
Hmm... on my PC everythng is working properly ;)
Oh that's not a "malfunction." It's the normal behaviour. It's not meant for making models for games, IMO.
Title: Freespace Modeling Tools, exc.
Post by: takashi on February 11, 2007, 03:04:03 AM
that happened to me when i first used dark basic. you cant merge them all at once, high end computer or no, infact, so far, i havem been able to merge them at all in truespace! so i just stick with 10-500 small pieces and import it to blender, which HAS no hiearchy. so when you export to .3ds from DOGACGA, import that into blender, and then re-export to 3ds (blender's .COB export makes a huge white flat thing). try it.

http://www.blender3d.org
Title: Freespace Modeling Tools, exc.
Post by: Water on February 11, 2007, 04:42:28 AM
Quote from: takashi;56702
that happened to me when i first used dark basic. you cant merge them all at once, high end computer or no, infact, so far, i havem been able to merge them at all in truespace! so i just stick with 10-500 small pieces and import it to blender, which HAS no hiearchy. so when you export to .3ds from DOGACGA, import that into blender, and then re-export to 3ds (blender's .COB export makes a huge white flat thing). try it.


Dude, it still happens to you :)  Try "w" and choose remove doubles in blender (edit mode).
Title: Freespace Modeling Tools, exc.
Post by: VA [TI] on February 11, 2007, 04:48:51 AM
Blender does have hierarchy, though it's a little harder to use than Trueview.

Anyways, I don't know if that technique will get rid of the disconnected geometry problems DOGA produces - I kinda doubt it.

To fix most of the DOGA problems in Blender, just import the model in as a DXF, select all and then scale it down to fit the grid. Then, making sure you ONLY have the parts of the model selected (ie, not the default camera and light as well) press crtl+j to merge them all into one object.

From there you can just tab into edit mode, select all verts and press W > remove doubles. As far as I can tell, this will stabilise the mesh to the point where you can begin working on its textures or mesh editing etc, though you'll probably need to clean up some bad geometry in a lot of the parts before it's all solid.

Edit: Err, yeah - basically what Water just said in more detail. :D
Title: Freespace Modeling Tools, exc.
Post by: takashi on February 12, 2007, 04:11:03 AM
thanks!
Title: Freespace Modeling Tools, exc.
Post by: Star Dragon on February 12, 2007, 05:41:46 AM
Long story short, you will most likely get a pof (you may even get Fred not to crash) but at the end you still need to test it by blowing it up...

If the "death" causes a crash it's bad geometry...

If it Crashes in FRED it's because the errors are MUCH more serious than others who can slip through the cracks but then later crash in game.
Title: Freespace Modeling Tools, exc.
Post by: VA [TI] on February 12, 2007, 11:13:33 AM
If something crashes the game when it explodes, it's something wrong with the debris - not the hull (though obviously there could be many other errors in there too that aren't fatal.)
If something is fatally wrong with the main hull geometry, it will usually crash at mission load, at the commit button press or when the ship is set to arrive.

Also, I should still remind you of what Taristin pointed out earlier: DOGA does not appear to be designed to build models for in-game use. It's designed to introduce you to 3d modeling in as gentle a way as possible.
Title: Freespace Modeling Tools, exc.
Post by: Star Dragon on February 12, 2007, 12:59:14 PM
All my conversions need fs2 to self generate debris. :D

[edit]

YATTA!

I tried 11 different Galacticas but irony of ironies, comming full circle IP's Galactica finally survived conversion from pof to cob and back. With PCS faces are missing and cause crash but with modelview they are solid again and it works! Death does NOT cause crash (versus crash in Fred as was the case before.. man I'm psyched! Time to add details and retexture!)...

(http://img397.imageshack.us/img397/5808/fs2galacticaao6.jpg) (http://imageshack.us)
Title: Freespace Modeling Tools, exc.
Post by: Star Dragon on February 17, 2007, 11:37:27 AM
Alert conversion tool update (this version is later then the one on Kara's site and I have tested it)

3DExploration version 1.831 (with merge file, no nag warning, and Maya4 and 3dMAX plugins [I have not tested the plugins yet]

http://upload2.net/page/download/m7laA1YsboSuzJW/3D_exploration_v1.831.rar.html

enjoy!
Title: Freespace Modeling Tools, exc.
Post by: Water on March 14, 2007, 09:14:11 AM
xNormal
For anyone looking for a normal mapping tool. Although free - Its gets updated regularly and is quite powerful. It makes Nvidia's Melody look rather sad.

Blurb
xNormal is an application to generate normal / ambient occlusion / parallax displacement maps. It also includes an interactive 3D viewer with multiple mesh and textures format support.

xNormal (http://www.xnormal.net/) and xNormal thread on polycount.net  (http://boards.polycount.net/showflat.php?Cat=0&Number=105812&page=0&fpart=1&vc=1)
Title: Freespace Modeling Tools, exc.
Post by: Jayge on May 16, 2007, 06:21:27 PM
A quick question. Besides Blender, do any of these work on mac without a win emulator?
Title: Freespace Modeling Tools, exc.
Post by: karajorma on May 16, 2007, 06:26:02 PM
Wings does for a start.
Title: Freespace Modeling Tools, exc.
Post by: Jayge on May 16, 2007, 06:28:23 PM
Ah, yeah. Wings is a bit odd. I started modeling on Maya, and Wings is so different that I'm rendered a bit incompetent with it. :p
Title: Freespace Modeling Tools, exc.
Post by: karajorma on May 16, 2007, 06:47:43 PM
As far as I know you can build models in any program as long as you can get them into 3DS Max or a .cob file so that you can use one of the two converters to get them into the game.

So what's wrong with using Maya then?

Unless you don't have a copy of the multi-thousand dollar program at home or something. ;)
Title: Freespace Modeling Tools, exc.
Post by: Jayge on May 16, 2007, 06:49:09 PM
The copy at home is the problem. Multi thousand dollars just aren't sitting around to be invested in modeling programs, I'm afraid. I'll see how Blender does, and try to find a suitible converter.
Title: Freespace Modeling Tools, exc.
Post by: Water on May 17, 2007, 09:01:43 AM
Quote from: Jayge;72108
The copy at home is the problem. Multi thousand dollars just aren't sitting around to be invested in modeling programs, I'm afraid. I'll see how Blender does, and try to find a suitible converter.

For Blender - one hand on keyboard (hotkeys) other for mouse. Otherwise you will get pissed off with the interface. Once you get the hang of it, modeling becomes fast.
Title: Freespace Modeling Tools, exc.
Post by: Jayge on May 17, 2007, 12:09:25 PM
Thanks for the tip!