Topic: Model issues.  (Read 8706 times)

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Offline [UFP]Exeter

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Model issues.
« on: December 22, 2014, 07:03:51 pm »
For the 3D models from sfc2 they are in MOD format that application uses.  There is  tool to convert them to lightwave (lwo) which I have done.  But the tool does not copy the connections between textures and the mesh so all that information is lost. 

I need help fixing this, I am converting all to milkshape 3d (ms3d) format so that took can be used.  Also blender could work.  But I do not know houw so trying to figure it out.

Any help would be appreciated.

We are talking over 100 models.

Offline Captain Adam

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Re: Model issues.
« Reply #1 on: December 22, 2014, 07:56:25 pm »
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« Last Edit: April 06, 2016, 08:17:55 pm by Captain Adam »
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Offline Captain Adam

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Re: Model issues.
« Reply #2 on: December 23, 2014, 08:11:18 am »
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« Last Edit: April 06, 2016, 08:17:59 pm by Captain Adam »
Odo :    
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Offline [UFP]Exeter

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Re: Model issues.
« Reply #3 on: December 23, 2014, 03:22:01 pm »
How about 3ds?

Offline [UFP]Exeter

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Re: Model issues.
« Reply #4 on: December 23, 2014, 03:51:23 pm »
Merry Christmas Adam!

These are all the mesh formats I can use.  3ds seems to be commondoe many programs.

I choose milkshape because I have it, along with blender.


    Irrlicht scenes (.irr, r/w)
    Irrlicht static meshes (.irrmesh, r/w)
    3D Studio meshes (.3ds, r)
    Alias Wavefront Maya (.obj, r/w)
    Lightwave Objects (.lwo, r)
    COLLADA 1.4 (.xml, .dae, r/w)
    OGRE meshes (.mesh, r)
    My3DTools 3 (.my3D, r)
    Pulsar LMTools (.lmts, r)
    Quake 3 levels (.bsp, r)
    DeleD (.dmf, r)
    FSRad oct (.oct, r)
    Cartography shop 4 (.csm, r)
    STL 3D files (.stl, r/w)
    PLY 3D files (.ply, r/w)



Offline Captain Adam

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Re: Model issues.
« Reply #5 on: December 23, 2014, 07:50:56 pm »
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« Last Edit: April 06, 2016, 08:18:04 pm by Captain Adam »
Odo :    
"Being accused of a crime is not a disgrace, Chief. Some of the great figures of history have shared the honour with you."
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Offline Captain Adam

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Re: Model issues.
« Reply #6 on: December 23, 2014, 07:59:24 pm »
.
« Last Edit: April 06, 2016, 08:18:09 pm by Captain Adam »
Odo :    
"Being accused of a crime is not a disgrace, Chief. Some of the great figures of history have shared the honour with you."
to O'Brien
DS9 : Tribunal

Offline [UFP]Exeter

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Re: Model issues.
« Reply #7 on: December 24, 2014, 10:21:34 am »
How will your game hold damage/hardpoints for weapons and subsystems.

Have not gotten that far.  Was hoping to use the data from the assets directory.

Offline [UFP]Exeter

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Re: Model issues.
« Reply #8 on: December 29, 2014, 03:09:21 pm »
Where available, do you think sfcIII models will be better?

Offline Captain Adam

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Re: Model issues.
« Reply #9 on: December 29, 2014, 05:23:49 pm »
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« Last Edit: April 06, 2016, 08:18:17 pm by Captain Adam »
Odo :    
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Offline Lieutenant_Q

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Re: Model issues.
« Reply #10 on: December 30, 2014, 12:52:06 am »
The Stock SFC3 Excelsior and Ktinga were better models than the stock SFC2 versions of them.  So yeah, I'd use them.  But I know that there is better versions of all the stock models out there, if permissions are a problem, then the SFC3 stocks are good.
"Your mighty GDI forces have been emasculated, and you yourself are a killer of children.  Now of course it's not true.  But the world only believes what the media tells them to believe.  And I tell the media what to believe, its really quite simple." - Kane (Joe Kucan) Command & Conquer Tiberium Dawn (1995)

Offline [UFP]Exeter

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Re: Model issues.
« Reply #11 on: December 30, 2014, 10:03:09 am »
If I could find the models I will go for permission to use them.  There are some on this site, but difficult to find.

Offline Captain Adam

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Re: Model issues.
« Reply #12 on: December 30, 2014, 10:59:09 am »
.
« Last Edit: April 06, 2016, 08:18:22 pm by Captain Adam »
Odo :    
"Being accused of a crime is not a disgrace, Chief. Some of the great figures of history have shared the honour with you."
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Offline [UFP]Exeter

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Re: Model issues.
« Reply #13 on: December 30, 2014, 01:23:58 pm »
Simply put, I have not decided as I have no clue.  I do not have the expertise for building models and no clue of the different techniques.

My thought would be to have the center point reference and a file to list the points relative to that.

In this I would bow to your expertise, we can do it how you suggest.

Offline Captain Adam

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Re: Model issues.
« Reply #14 on: December 30, 2014, 03:41:06 pm »
.
« Last Edit: April 06, 2016, 08:18:29 pm by Captain Adam »
Odo :    
"Being accused of a crime is not a disgrace, Chief. Some of the great figures of history have shared the honour with you."
to O'Brien
DS9 : Tribunal

Offline [UFP]Exeter

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Re: Model issues.
« Reply #15 on: December 30, 2014, 04:38:31 pm »
All I know is using c++ pointers we can do about anything. 

I am leaning toward the method of EAW only because I was on the team to make the CE edition, so have access to the code, and other details.

Offline Captain Adam

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Re: Model issues.
« Reply #16 on: December 30, 2014, 04:41:04 pm »
.
« Last Edit: April 06, 2016, 08:16:31 pm by Captain Adam »
Odo :    
"Being accused of a crime is not a disgrace, Chief. Some of the great figures of history have shared the honour with you."
to O'Brien
DS9 : Tribunal

Offline [UFP]Exeter

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Re: Model issues.
« Reply #17 on: December 30, 2014, 04:45:19 pm »
I have found a way to convert the mod format to milkshape, keeping the texture intact.  This works well.  I have converted nearly all the models from SFC2 EAW.

Would love better or newer models.

Offline [UFP]Exeter

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Re: Model issues.
« Reply #18 on: December 30, 2014, 05:21:21 pm »
hardpoints will be a pain, for SFC2 models they are built in the model.  Not sure that is good or allowing mods.  Trying to figure out another way.

Offline JanB

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Re: Model issues.
« Reply #19 on: December 30, 2014, 06:07:00 pm »
If it's high quality models you want: I've collected a lot of those for SFC3 (ships and stations), converted quit a few from Bridge Commander mods myself. I've also polished them up (fixed textures that were a bit off, added break models, UI images, proper hardpoints, added illumination textures), because most mods just seem very unpolished and have fugly models/textures I wanted to make mine stand out in that department. Some of the models originally had 2048x2048 textures that I scaled down to 1024x1024 to shorten mission loading times and because you don't see the difference in SFC3, but I can help you find the originals on Bridge Commander Filefront. I have quite a lot of high quality space backgrounds as well. The space backgrounds are all mine so no futher permissions are needed, for the models you might have to contact some of the original modelers, or at least credit them.

You can use my work as long as you credit me in your ReadMe somewhere, it's pretty much all collected in one download, my SFC3 Upgrade Mod:

http://www.moddb.com/games/star-trek-starfleet-command-3/downloads/sfc3-upgrade-mod-30

If you need an excuse to put more minor powers ships in your game, you could use the system I use in my mod: every empire (except the Borg and Ferengi) have allied minor powers (for example the Tzenkethi and Tholians for the Romulans and the Breen for the Dominion) and access to a few of their ships. This also helps you "fill up" those empires standard fleets if you don't want to invent (or worse, kitbash) a lot of ship classes that were never seen or mentioned in canon Trek lore (in my mod the Dominion and Cardassians don't even have 7 stock ships of their own, the Dominion heavy cruiser is the Breen Warship, the Cardassian dreadnought is the big Son'a ship from Insurrection).

Offline [UFP]Exeter

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Re: Model issues.
« Reply #20 on: December 30, 2014, 06:39:17 pm »
Always interested in good models, to update/replace existing or add.

I am adding races to allow for other models.

Otherwise trying to stay cannon to Star Trek, but SFB is another matter, as I played it 30 years ago and do not remember much.  Have the rule set and as we own the EAW code, what I can use is in the gray area.

Just trying to figure out things I need, going to see how to read the SFC 3 models in my program now.

Offline JanB

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Re: Model issues.
« Reply #21 on: December 30, 2014, 06:43:36 pm »
I hope there's something in it you like. In any case permissions won't be a problem for my space backgrounds so you can always use those.

Offline [UFP]Exeter

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Re: Model issues.
« Reply #22 on: December 30, 2014, 07:27:20 pm »
I can read the models and they look nice.

I can use space background type images as a 3d background.

Offline [UFP]Exeter

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Re: Model issues.
« Reply #23 on: December 30, 2014, 08:12:24 pm »
Are the space backgrounds in the sfc3 mod?

Offline JanB

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Re: Model issues.
« Reply #24 on: December 31, 2014, 05:08:45 am »
Yes, they're in the assets/models/space folder.

Offline [UFP]Exeter

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Re: Model issues.
« Reply #25 on: December 31, 2014, 11:03:28 am »
Found them, I can use them as a 3D background.