Post by Reverend on Jul 16, 2005 9:18:19 GMT -5
This is a good one, I'd say.
Wicked Zombie, I am at wits end, and hope you could lend your expertise for a moment with me.
To begin, for good modding practice without the constant feel of 'competition', I bought a copy of Star Empires:Starfury. Very simple game, but it basically has a freeform continuous space universe, albiet clumsily built. I am using a little of everyone's ships, including yours, as my little mod will not be released- besides its single player only.
I am having great difficulty in converting SFC models over to it- the game requires ships to be in hideous ".X" format. The modding tutorial instructs me to have my ship in ".3ds" format, and use a program called LithUnWrap to convert this ".3ds" to ".X". First off, whenever I attempt to convert a ".mod" to ".3ds", I have noticed that the 3DMax 4.2 I possess strips the model of its textures. Continuing on, I attempt to import this new ".3ds" into LithUnWrap... the tutorial shows a Babylon 5 ship in this program (via a series of thoughtful screenshots) as a 3-D image, and in that program's Materials list, its lists only a 'shipmap'.... well, I get a flat image with all the vertices or whatever splayed out flat, and the Material's list shows the parts like saucerbp, nacelle, so on.
Okay, so I wrote the tutorial's writer, but I think this problem is going way over his head, and he kind of ignores me. I asked DamoclesX, he had me use a rare ".obj" importer/exporter, and had me try to export the ".mod" as an ".obj", in hopes that would preserve the model's original textures (with instructions to shove this into Deep Exploration, and use it to export as ".3ds", so I could carry on)- no dice. The ".obj" exporter has a horrid list of things to choose and check off- either way, I reset 3DMax, and try to import this new ".obj"... it shows as basically nothing. DamoclesX has now lost interest as well, as the list from 3DMax's ".obj" exporter I tried to read to him... you get the idea.
So, I ask you-
1)What can I do with infernal Max to get it to preserve the textures of a ".mod" as it converts to ".3ds"? Is THIS normal behavior?
2)Why would this other program show it all flattened, with wild listings, instead of a shipmap? Are ".mod"'s usually in pieces; should this ".3ds" be in one single piece, or am I barking up the wrong tree?
3)Seems like ".mod", except for usage with SFC, is a worthless format, like that darned ".x" format I'm trying to get it to in the first place.
I can send you a copy of LithUnwrap, its freeware, if you are interested in this problem. The tutorial I speak of is at-
koti.mbnet.fi/sfhaven/tutorial1.php
so you can see this ghost chase for yourself...
Thank you for your thoughts and time.
Wicked Zombie, I am at wits end, and hope you could lend your expertise for a moment with me.
To begin, for good modding practice without the constant feel of 'competition', I bought a copy of Star Empires:Starfury. Very simple game, but it basically has a freeform continuous space universe, albiet clumsily built. I am using a little of everyone's ships, including yours, as my little mod will not be released- besides its single player only.
I am having great difficulty in converting SFC models over to it- the game requires ships to be in hideous ".X" format. The modding tutorial instructs me to have my ship in ".3ds" format, and use a program called LithUnWrap to convert this ".3ds" to ".X". First off, whenever I attempt to convert a ".mod" to ".3ds", I have noticed that the 3DMax 4.2 I possess strips the model of its textures. Continuing on, I attempt to import this new ".3ds" into LithUnWrap... the tutorial shows a Babylon 5 ship in this program (via a series of thoughtful screenshots) as a 3-D image, and in that program's Materials list, its lists only a 'shipmap'.... well, I get a flat image with all the vertices or whatever splayed out flat, and the Material's list shows the parts like saucerbp, nacelle, so on.
Okay, so I wrote the tutorial's writer, but I think this problem is going way over his head, and he kind of ignores me. I asked DamoclesX, he had me use a rare ".obj" importer/exporter, and had me try to export the ".mod" as an ".obj", in hopes that would preserve the model's original textures (with instructions to shove this into Deep Exploration, and use it to export as ".3ds", so I could carry on)- no dice. The ".obj" exporter has a horrid list of things to choose and check off- either way, I reset 3DMax, and try to import this new ".obj"... it shows as basically nothing. DamoclesX has now lost interest as well, as the list from 3DMax's ".obj" exporter I tried to read to him... you get the idea.
So, I ask you-
1)What can I do with infernal Max to get it to preserve the textures of a ".mod" as it converts to ".3ds"? Is THIS normal behavior?
2)Why would this other program show it all flattened, with wild listings, instead of a shipmap? Are ".mod"'s usually in pieces; should this ".3ds" be in one single piece, or am I barking up the wrong tree?
3)Seems like ".mod", except for usage with SFC, is a worthless format, like that darned ".x" format I'm trying to get it to in the first place.
I can send you a copy of LithUnwrap, its freeware, if you are interested in this problem. The tutorial I speak of is at-
koti.mbnet.fi/sfhaven/tutorial1.php
so you can see this ghost chase for yourself...
Thank you for your thoughts and time.