Thrawn's Revenge

Ascendancy [SoaSE] => Ascendancy Discussion => Topic started by: JC123 on February 03, 2013, 11:22:33 AM

Title: Model porting
Post by: JC123 on February 03, 2013, 11:22:33 AM
Is it easy to take models from EAW and place them in Sins?  I'm reading through the manuals right now but haven't figured that out yet.  No, I don't plan on releasing that stuff since I don't want copyright police on my butt.  This is for practice since I've never modded before :)
Title: Re: Model porting
Post by: Lavo on February 03, 2013, 03:04:44 PM
It isn't hard to get models made for EaW into Sins. First, assuming you only have an .alo model, is to convert it to .obj somehow (I personally import the .alo file into 3ds Max and then export it from there), and then open up Softimage (7.5 is free) to rig the mesh and make the tangent maps.
Title: Re: Model porting
Post by: JC123 on February 03, 2013, 03:16:30 PM
It isn't hard to get models made for EaW into Sins. First, assuming you only have an .alo model, is to convert it to .obj somehow (I personally import the .alo file into 3ds Max and then export it from there), and then open up Softimage (7.5 is free) to rig the mesh and make the tangent maps.

That makes sense.  I was expecting something tremendously difficult and this was a nice surprise!
Title: Re: Model porting
Post by: JC123 on February 03, 2013, 04:40:49 PM
Well, I used 3D Object Converter and maybe I shouldn't have. (.alo->.3ds)  The textures are missing and the model doesn't show up on Softimage.  3D converter gave me errors when I tried to view an alo model textured even though I extracted the texture files along with the model files.

I'll keep plugging.  I'm sure it's a noob mistake.
Title: Re: Model porting
Post by: Lavo on February 04, 2013, 07:43:53 AM
I personally use 3D Object Converter to get .alo to .3ds as well. The textures will always be missing in Softimage, you have to re-attach the textures in that program, that's just how it is. See here for more Sins modelling goodness. (http://soase.x90x.net/)
Title: Re: Model porting
Post by: JC123 on February 04, 2013, 05:33:30 PM
I personally use 3D Object Converter to get .alo to .3ds as well. The textures will always be missing in Softimage, you have to re-attach the textures in that program, that's just how it is. See here for more Sins modelling goodness. (http://soase.x90x.net/)

It appears that opening a 3ds file in softimage or blender requires an installed copy of 3ds Max.  I'm a mechanical engineer, so I'll never pay for 3ds Max or use it outside of modding.  full use of 3D object converter is fifty bucks...

So... I'll just browse around until I can get another path from alo to obj to mesh.  I'm sure there's some quick and dirty way for a beginner that's just testing the waters.

Or maybe I should learn to create my own models.  That should only take a few hundred hours of practice, right?
Title: Re: Model porting
Post by: JC123 on February 04, 2013, 05:37:00 PM
I DO have access to creo/pro and engineering modeling software.  That's not cheap either but also uses completely different files!  It's hardly an apples to apples comparison.
Title: Re: Model porting
Post by: Corey on February 04, 2013, 05:41:31 PM
Once you have a .3ds file, you can use Wings 3D to import that and then export to .obj.
Title: Re: Model porting
Post by: JC123 on February 05, 2013, 06:32:10 PM
Once you have a .3ds file, you can use Wings 3D to import that and then export to .obj.

It worked!  I now have the obj open in my 3ds demo and it also works in Softimage.  Now I just need to get the textures back on that fell off and watch some rigging tutorials.  I'm assuming that the textures falling off is normal?  I have the .dds files so I should just watch tutorials on how to slap that sucker on using my now numerous modeling software programs.

Cool!
Title: Re: Model porting
Post by: JC123 on February 06, 2013, 08:06:35 PM
I made a working mesh and have models in Sins!  But they look like shitty Picassos.  Is there anything in a dds file that describes how to put it on the model?  Texture projection: cubic, planar, spherical etc... doesn't seem to make it look better.  I'm sure if I wasn't dealing with someone else's textures I'd know how to orient them.
Title: Re: Model porting
Post by: Kalo on February 06, 2013, 09:17:32 PM
I made a working mesh and have models in Sins!  But they look like shitty Picassos.  Is there anything in a dds file that describes how to put it on the model?  Texture projection: cubic, planar, spherical etc... doesn't seem to make it look better.  I'm sure if I wasn't dealing with someone else's textures I'd know how to orient them.

I'm not sure what you're actually asking. Can you show us a picture of your Model ingame?
Title: Re: Model porting
Post by: JC123 on February 06, 2013, 09:50:34 PM
I'm not sure what you're actually asking. Can you show us a picture of your Model ingame?

image loader says "full" so here's an imgur link: http://imgur.com/a/S8cAa (sorry)

I'm so proud of my bastard child.  Watch out, it's ugly.

The textures run everywhere.  I understand where the orange is coming from now, and I understand how to orient the models so they don't fly sideways.  Those two things were covered in a Sins wiki.

Example of problem: engine textures show up on the bridge, hull plates look like squiggly grid lines as though the texture file was smeared on.

I did make a model that looks normal since my last post.  I think I just need to be careful with not changing any settings in the first place.
Title: Re: Model porting
Post by: tlmiller on February 06, 2013, 09:54:02 PM
A better question is why is a venator trying to have sex with a starbase in that first shot?  :)
Title: Re: Model porting
Post by: JC123 on February 06, 2013, 10:09:47 PM
A better question is why is a venator trying to have sex with a starbase in that first shot?  :)

Be gentle, it's my first time ;)
Just run of the mill junk for someone with a whopping 6 hrs experience.
Title: Re: Model porting
Post by: Lavo on February 07, 2013, 08:16:59 AM
You have to define that all in Softimage. If you have different textures for different parts, you have to make those parts into separate materials. The link I put in earlier explains that.

Also, if you want a Venator you could just grab SoGE's. :v
Title: Re: Model porting
Post by: JC123 on February 07, 2013, 10:06:28 PM
You have to define that all in Softimage. If you have different textures for different parts, you have to make those parts into separate materials. The link I put in earlier explains that.

Also, if you want a Venator you could just grab SoGE's. :v

I was just trying to learn how to import models from outside Sins.  Thanks for the links, again, because I finally got something while screwing around with one of Warb Null's models.

http://imgur.com/a/gtBFA

Not bad for going from no idea at all to this in 4 week nights.

Title: Re: Model porting
Post by: Kalo on February 07, 2013, 11:39:30 PM
You have to define that all in Softimage. If you have different textures for different parts, you have to make those parts into separate materials. The link I put in earlier explains that.

Also, if you want a Venator you could just grab SoGE's. :v

OR learn how to make all this stuff on your own so you can stop becoming an addict.
Title: Re: Model porting
Post by: Lavo on February 08, 2013, 01:26:52 AM
OR learn how to make all this stuff on your own so you can stop becoming an addict.
But learning to do everything will make you even more of an addict. Take it from someone who keeps learning more and more things. At this point, I think one of the few remaining things I can't do for Sins is modeling/UVing and creating sound effects.
Title: Re: Model porting
Post by: Kalo on February 08, 2013, 02:51:40 PM
But learning to do everything will make you even more of an addict. Take it from someone who keeps learning more and more things. At this point, I think one of the few remaining things I can't do for Sins is modeling/UVing and creating sound effects.

(http://www.supermanofsteel.com/Pictures/lex-luthor-wrong1.jpg)
Title: Re: Model porting
Post by: Eclipse on February 08, 2013, 06:31:19 PM
 Ahahah I agree with Kalo making things isn't that easy and you won't get addicted to it. If you just get'em for free you will
Title: Re: Model porting
Post by: JC123 on February 17, 2013, 10:26:20 PM
I've been able to make a playable faction addition to SOGE after two weeks.  I have working icons, descriptions, models, etc... and I'm really happy with it.  I had to learn to edit textures (in my ham-fisted manner).  Not bad for a noob.

I still haven't done/learned:
engine particles
general shadows
Mainview HUD icons
Figure out how SOGE codes titans
anything else that might cause system instability

http://imgur.com/a/7qW4G#c2U8HMV

Yeah, I know it's Legacy, but it's something I haven't seen before.
I can model on my own, if I feel like giving it the time, but everything I have is boring and work related.

http://i.imgur.com/WQyMfzC.jpg

This stuff is actually pretty fun.  I have to agree with Lavo, it's addicting.
Title: Re: Model porting
Post by: Lord Xizer on February 17, 2013, 11:29:39 PM
Most impressive
Title: Re: Model porting
Post by: Kalo on February 17, 2013, 11:33:46 PM
I'll say that it's nice to see someone learn to Mod a game just on our forums alone. But, I will advise you that it's always a good idea to make your own models, even if it takes longer.
Title: Re: Model porting
Post by: Lavo on February 18, 2013, 11:55:52 AM
Very nice! I'm impressed you've been able to do all that in a short time. Shadows are generated by the game based off of a ship's tangent map, and to a lesser extent it's DA (lighting) skin. Admittedly I have no clue how to make engine particles, except that you can make them in the good old Particle Forge; this thread might be helpful (http://forums.sinsofasolarempire.com/410961).

Mainview icons can be found in Unit_Infocard2.tga though you can easily make your own file and use that. You can get really detailed icons, like Sins' default icons and the Marauder/Lambda icons (made by GoaFan), using a nifty combo of the regular RGB and alpha channels. Or, if you want something that simply works while still looking good, you can make the icon in the RGB channel and then copy paste it onto the alpha channel. After you make the icon, slap an entry into the MainViewIcon-Ship.brushes file and you are good to go. If you are wondering what the difference is between the infocard icon and mainview icon in SoGE, if I'm right that was done to make things look neater on the empire tree/infocards; using mainview icons works just fine for those however.

As for Titans, they're coded just like any other Titan, the difference is in their spawning method, which is via an ability on the shipyard. Basically, the short story is that they have a complex buff chain, including a passive ability on the Titan(s) itself, to ensure that only X of said Titan can be on the field at a given moment. The best way to get this done, without putting in a spawner without a cap (which is much simpler), is to copy/paste an existing Titan's ability/buff chain and rename it to your own Titan, while modifying times and costs accordingly. If you have an IM client, Steam, or can use IRC, I'd be more than happy, and would prefer, to walk you through this in real time; it would be much easier than attempting to explain this over a forum.

If you want to help at all with SoGE, I'd love to have you on board for whatever you'd be willing/want to do. Plus, if you ever feel like releasing that Legacy faction, I can help you get that up and posted someplace; there are many out there who have been begging for such a mod in fact.
Title: Re: Model porting
Post by: JC123 on February 18, 2013, 05:01:39 PM
I'll say that it's nice to see someone learn to Mod a game just on our forums alone. But, I will advise you that it's always a good idea to make your own models, even if it takes longer.

I completely agree with the sentiment.  If I were to slap my name on something, I'd want to have made it myself.  At the very least, if this ever does work it's way into SOGE, I need to get permission from the creators of these models.  Fortunately I've kept their names just in case.  I didn't think I'd make it so far to be honest.  My last attempt at any kind of mod was back in the days of Jedi Outcast and I'm never going to show it to anyone.