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Author Topic: Model porting  (Read 15884 times)

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February 03, 2013, 11:22:33 AM

Offline JC123

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Model porting
« 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 :)
Did you see that?  Know what that cost?  $58,000.  I mean, what a waste.  It wasn't even funny.  That's $58,000 that could have gone to curing leukemia.  Or.  muscular dystrophy.  Or... what does Michael J. Fox have?  That.  Alright, let's watch some damn cartoons.

February 03, 2013, 03:04:44 PMReply #1

Offline Lavo

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Re: Model porting
« Reply #1 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.

February 03, 2013, 03:16:30 PMReply #2

Offline JC123

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Re: Model porting
« Reply #2 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!
Did you see that?  Know what that cost?  $58,000.  I mean, what a waste.  It wasn't even funny.  That's $58,000 that could have gone to curing leukemia.  Or.  muscular dystrophy.  Or... what does Michael J. Fox have?  That.  Alright, let's watch some damn cartoons.

February 03, 2013, 04:40:49 PMReply #3

Offline JC123

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Re: Model porting
« Reply #3 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.
Did you see that?  Know what that cost?  $58,000.  I mean, what a waste.  It wasn't even funny.  That's $58,000 that could have gone to curing leukemia.  Or.  muscular dystrophy.  Or... what does Michael J. Fox have?  That.  Alright, let's watch some damn cartoons.

February 04, 2013, 07:43:53 AMReply #4

Offline Lavo

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Re: Model porting
« Reply #4 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.

February 04, 2013, 05:33:30 PMReply #5

Offline JC123

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Re: Model porting
« Reply #5 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.

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?
Did you see that?  Know what that cost?  $58,000.  I mean, what a waste.  It wasn't even funny.  That's $58,000 that could have gone to curing leukemia.  Or.  muscular dystrophy.  Or... what does Michael J. Fox have?  That.  Alright, let's watch some damn cartoons.

February 04, 2013, 05:37:00 PMReply #6

Offline JC123

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Re: Model porting
« Reply #6 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.
Did you see that?  Know what that cost?  $58,000.  I mean, what a waste.  It wasn't even funny.  That's $58,000 that could have gone to curing leukemia.  Or.  muscular dystrophy.  Or... what does Michael J. Fox have?  That.  Alright, let's watch some damn cartoons.

February 04, 2013, 05:41:31 PMReply #7

Offline Corey

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Re: Model porting
« Reply #7 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.
I also have a YouTube channel where I talk about mod development and gaming, do tutorials, and Let's Plays. If you like the content, consider supporting it on Patreon


February 05, 2013, 06:32:10 PMReply #8

Offline JC123

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Re: Model porting
« Reply #8 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!
Did you see that?  Know what that cost?  $58,000.  I mean, what a waste.  It wasn't even funny.  That's $58,000 that could have gone to curing leukemia.  Or.  muscular dystrophy.  Or... what does Michael J. Fox have?  That.  Alright, let's watch some damn cartoons.

February 06, 2013, 08:06:35 PMReply #9

Offline JC123

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Re: Model porting
« Reply #9 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.
Did you see that?  Know what that cost?  $58,000.  I mean, what a waste.  It wasn't even funny.  That's $58,000 that could have gone to curing leukemia.  Or.  muscular dystrophy.  Or... what does Michael J. Fox have?  That.  Alright, let's watch some damn cartoons.

February 06, 2013, 09:17:32 PMReply #10

Offline Kalo

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Re: Model porting
« Reply #10 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?

Codeuser says:
STUPID JFK

February 06, 2013, 09:50:34 PMReply #11

Offline JC123

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Re: Model porting
« Reply #11 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.
Did you see that?  Know what that cost?  $58,000.  I mean, what a waste.  It wasn't even funny.  That's $58,000 that could have gone to curing leukemia.  Or.  muscular dystrophy.  Or... what does Michael J. Fox have?  That.  Alright, let's watch some damn cartoons.

February 06, 2013, 09:54:02 PMReply #12

Offline tlmiller

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Re: Model porting
« Reply #12 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?  :)
People should not be afraid of their government...governments should be afraid of their people.

February 06, 2013, 10:09:47 PMReply #13

Offline JC123

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Re: Model porting
« Reply #13 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.
Did you see that?  Know what that cost?  $58,000.  I mean, what a waste.  It wasn't even funny.  That's $58,000 that could have gone to curing leukemia.  Or.  muscular dystrophy.  Or... what does Michael J. Fox have?  That.  Alright, let's watch some damn cartoons.

February 07, 2013, 08:16:59 AMReply #14

Offline Lavo

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Re: Model porting
« Reply #14 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

February 07, 2013, 10:06:28 PMReply #15

Offline JC123

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Re: Model porting
« Reply #15 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.

Did you see that?  Know what that cost?  $58,000.  I mean, what a waste.  It wasn't even funny.  That's $58,000 that could have gone to curing leukemia.  Or.  muscular dystrophy.  Or... what does Michael J. Fox have?  That.  Alright, let's watch some damn cartoons.

February 07, 2013, 11:39:30 PMReply #16

Offline Kalo

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Re: Model porting
« Reply #16 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.

Codeuser says:
STUPID JFK

February 08, 2013, 01:26:52 AMReply #17

Offline Lavo

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Re: Model porting
« Reply #17 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.

February 08, 2013, 02:51:40 PMReply #18

Offline Kalo

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Re: Model porting
« Reply #18 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.


Codeuser says:
STUPID JFK

February 08, 2013, 06:31:19 PMReply #19

Offline Eclipse

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Re: Model porting
« Reply #19 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
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