Author Topic: Freespace Modeling Tools, exc.  (Read 22251 times)

VA [TI]

  • Wuvs headz
  • Jr. Member
  • **
  • Posts: 89
    • View Profile
    • http://www.sectorgame.com/twistedinfinities/index2.php
Freespace Modeling Tools, exc.
« Reply #30 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

takashi

  • Hero Member
  • *****
  • Posts: 1108
    • View Profile
Freespace Modeling Tools, exc.
« Reply #31 on: February 12, 2007, 04:11:03 AM »
thanks!

Star Dragon

  • EDF Brigadier General
  • Hero Member
  • *****
  • Posts: 1098
    • View Profile
Freespace Modeling Tools, exc.
« Reply #32 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.
"Don\'t think of it as being out-numbered, think of it as having a WIDE target selection!"
 
 Coordinator Robotech Mod II
Coordinator FS2 Star Fleet Academy

My powers outside the Robotech section are weak. (as it should be)

Part-time fringe member of the cult of Karajorma :naughty:
 

VA [TI]

  • Wuvs headz
  • Jr. Member
  • **
  • Posts: 89
    • View Profile
    • http://www.sectorgame.com/twistedinfinities/index2.php
Freespace Modeling Tools, exc.
« Reply #33 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.

Star Dragon

  • EDF Brigadier General
  • Hero Member
  • *****
  • Posts: 1098
    • View Profile
Freespace Modeling Tools, exc.
« Reply #34 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!)...

« Last Edit: February 12, 2007, 04:42:04 PM by Star Dragon »
"Don\'t think of it as being out-numbered, think of it as having a WIDE target selection!"
 
 Coordinator Robotech Mod II
Coordinator FS2 Star Fleet Academy

My powers outside the Robotech section are weak. (as it should be)

Part-time fringe member of the cult of Karajorma :naughty:
 

Star Dragon

  • EDF Brigadier General
  • Hero Member
  • *****
  • Posts: 1098
    • View Profile
Freespace Modeling Tools, exc.
« Reply #35 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!
"Don\'t think of it as being out-numbered, think of it as having a WIDE target selection!"
 
 Coordinator Robotech Mod II
Coordinator FS2 Star Fleet Academy

My powers outside the Robotech section are weak. (as it should be)

Part-time fringe member of the cult of Karajorma :naughty:
 

Water

  • Veteran
  • Hero Member
  • *****
  • Posts: 550
    • View Profile
Freespace Modeling Tools, exc.
« Reply #36 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 and xNormal thread on polycount.net

Jayge

  • Lieutenant
  • Full Member
  • ***
  • Posts: 104
    • View Profile
Freespace Modeling Tools, exc.
« Reply #37 on: May 16, 2007, 06:21:27 PM »
A quick question. Besides Blender, do any of these work on mac without a win emulator?

Callsign: BSG9_Seraph
Squadron Leader, Chimaera Squadron

karajorma

  • He is watching YOU
  • Administrator
  • Hero Member
  • *****
  • Posts: 5268
    • View Profile
Freespace Modeling Tools, exc.
« Reply #38 on: May 16, 2007, 06:26:02 PM »
Wings does for a start.

Jayge

  • Lieutenant
  • Full Member
  • ***
  • Posts: 104
    • View Profile
Freespace Modeling Tools, exc.
« Reply #39 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

Callsign: BSG9_Seraph
Squadron Leader, Chimaera Squadron

karajorma

  • He is watching YOU
  • Administrator
  • Hero Member
  • *****
  • Posts: 5268
    • View Profile
Freespace Modeling Tools, exc.
« Reply #40 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. ;)

Jayge

  • Lieutenant
  • Full Member
  • ***
  • Posts: 104
    • View Profile
Freespace Modeling Tools, exc.
« Reply #41 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.

Callsign: BSG9_Seraph
Squadron Leader, Chimaera Squadron

Water

  • Veteran
  • Hero Member
  • *****
  • Posts: 550
    • View Profile
Freespace Modeling Tools, exc.
« Reply #42 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.

Jayge

  • Lieutenant
  • Full Member
  • ***
  • Posts: 104
    • View Profile
Freespace Modeling Tools, exc.
« Reply #43 on: May 17, 2007, 12:09:25 PM »
Thanks for the tip!

Callsign: BSG9_Seraph
Squadron Leader, Chimaera Squadron