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<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.hard-light.net/index.php?action=history&amp;feed=atom&amp;title=Styxx%27s_POF_Conversion_plugin_for_3D_Studio_Max</id>
	<title>Styxx's POF Conversion plugin for 3D Studio Max - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.hard-light.net/index.php?action=history&amp;feed=atom&amp;title=Styxx%27s_POF_Conversion_plugin_for_3D_Studio_Max"/>
	<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Styxx%27s_POF_Conversion_plugin_for_3D_Studio_Max&amp;action=history"/>
	<updated>2026-04-17T15:25:51Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.31.7</generator>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Styxx%27s_POF_Conversion_plugin_for_3D_Studio_Max&amp;diff=28426&amp;oldid=prev</id>
		<title>T-Man: Minor correction in first paragraph; previous writer had put FS2 instead of 3DS max when describing importing method.</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Styxx%27s_POF_Conversion_plugin_for_3D_Studio_Max&amp;diff=28426&amp;oldid=prev"/>
		<updated>2010-03-13T18:07:52Z</updated>

		<summary type="html">&lt;p&gt;Minor correction in first paragraph; previous writer had put FS2 instead of 3DS max when describing importing method.&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 18:07, 13 March 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Still a work in progress, Styxx has created a FreeSpace 2 model exporter plugin for 3D Studio Max versions 4 through 6. Available here: [[http://www.hard-light.net/forums/index.php/topic,26260.0.html]] There is no model importing function; to import POFs into &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;FreeSpace 2 &lt;/del&gt;for reference or editing, it is necessary to convert them to COBs and then use Truespace or another program to convert them to a 3DS or other file.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Still a work in progress, Styxx has created a FreeSpace 2 model exporter plugin for 3D Studio Max versions 4 through 6. Available here: [[http://www.hard-light.net/forums/index.php/topic,26260.0.html]] There is no model importing function; to import POFs into &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;3DS Max &lt;/ins&gt;for reference or editing, it is necessary to convert them to COBs and then use Truespace or another program to convert them to a 3DS or other file.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Despite being available for well over a year, not many people actually know how to make this plugin work correctly.&amp;#160; To that end, the following is intended to be a complete walkthrough of using the plugin to create a simple ship that makes use of all of the plugin's features.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Despite being available for well over a year, not many people actually know how to make this plugin work correctly.&amp;#160; To that end, the following is intended to be a complete walkthrough of using the plugin to create a simple ship that makes use of all of the plugin's features.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>T-Man</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Styxx%27s_POF_Conversion_plugin_for_3D_Studio_Max&amp;diff=19081&amp;oldid=prev</id>
		<title>TopAce at 14:53, 2 October 2008</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Styxx%27s_POF_Conversion_plugin_for_3D_Studio_Max&amp;diff=19081&amp;oldid=prev"/>
		<updated>2008-10-02T14:53:54Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 14:53, 2 October 2008&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l43&quot; &gt;Line 43:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 43:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Glass, transparency-blended nameplates, and other transparent textures should come last in the model.&amp;#160; An easy way to accomplish this is to select all faces that use the material of your glass texture, detach them from the model, re-attach them with the attach tool, select the faces near the edge (all faces in the model may be appropriate) and perform a vertex weld with a threshold of 0.01. This will move the transparent faces to the end of the model's face list and will ensure proper rendering in-game. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Glass, transparency-blended nameplates, and other transparent textures should come last in the model.&amp;#160; An easy way to accomplish this is to select all faces that use the material of your glass texture, detach them from the model, re-attach them with the attach tool, select the faces near the edge (all faces in the model may be appropriate) and perform a vertex weld with a threshold of 0.01. This will move the transparent faces to the end of the model's face list and will ensure proper rendering in-game. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* If you have a single map that is partially transparent, do this on the specific faces that will end up transparent. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* If you have a single map that is partially transparent, do this on the specific faces that will end up transparent. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* All transparent textures should be part of the root geometry (detail-0), without exception.&amp;#160; Faces behind transparent textures, such as a pilot, are more likely to work correctly when these faces are a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;seperate &lt;/del&gt;subobject.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* All transparent textures should be part of the root geometry (detail-0), without exception.&amp;#160; Faces behind transparent textures, such as a pilot, are more likely to work correctly when these faces are a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;separate &lt;/ins&gt;subobject.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Properties===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Properties===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>TopAce</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Styxx%27s_POF_Conversion_plugin_for_3D_Studio_Max&amp;diff=14576&amp;oldid=prev</id>
		<title>RazorsKiss: changed &quot;turretXX&quot; to &quot;gunturret-X&quot;, and &quot;turretxx-arm&quot; to &quot;barrel-X&quot;.  The former do not work, and are not in the example scene bundled with the exporter.</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Styxx%27s_POF_Conversion_plugin_for_3D_Studio_Max&amp;diff=14576&amp;oldid=prev"/>
		<updated>2007-12-20T03:16:32Z</updated>

		<summary type="html">&lt;p&gt;changed &amp;quot;turretXX&amp;quot; to &amp;quot;gunturret-X&amp;quot;, and &amp;quot;turretxx-arm&amp;quot; to &amp;quot;barrel-X&amp;quot;.  The former do not work, and are not in the example scene bundled with the exporter.&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 03:16, 20 December 2007&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l16&quot; &gt;Line 16:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 16:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Debris chunks are similarly named &amp;quot;debris-0&amp;quot;, &amp;quot;debris-1&amp;quot;, ... debris-n, where n is one less than the total number of debris chunks.&amp;#160; Again, do not skip numbering, as the converter parses these in order and will break if a number is missed.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Debris chunks are similarly named &amp;quot;debris-0&amp;quot;, &amp;quot;debris-1&amp;quot;, ... debris-n, where n is one less than the total number of debris chunks.&amp;#160; Again, do not skip numbering, as the converter parses these in order and will break if a number is missed.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Turrets===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Turrets===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Turrets are named &amp;quot;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;turretXX&lt;/del&gt;&amp;quot;, where &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;XX &lt;/del&gt;is a number between &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;01 &lt;/del&gt;and 99 that corresponds to the turret number that this model represents. If you have additional LODs for turrets (for example, the prominant triple-barreled turrets on the [[Orion]]) name them &amp;quot;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;turretXXa&lt;/del&gt;&amp;quot; for LOD0, &amp;quot;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;turretXXb&lt;/del&gt;&amp;quot; for LOD1, etc.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Turrets are named &amp;quot;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;gunturret-X&lt;/ins&gt;&amp;quot;, where &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;- &lt;/ins&gt;is a number between &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;0 &lt;/ins&gt;and 99 that corresponds to the turret number that this model represents. If you have additional LODs for turrets (for example, the prominant triple-barreled turrets on the [[Orion]]) name them &amp;quot;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;gunturret-Xa&lt;/ins&gt;&amp;quot; for LOD0, &amp;quot;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;gunturret-Xb&lt;/ins&gt;&amp;quot; for LOD1, etc.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Turret barrels are named &amp;quot;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;turretXX&lt;/del&gt;-&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;arm&lt;/del&gt;&amp;quot;, where &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;turretXX &lt;/del&gt;is the name of the turret's base. Barrels (and any other object consisting of more than one connected element) should be one object, not several, so attach multiple barrels together with the attach tool.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Turret barrels are named &amp;quot;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;barrel&lt;/ins&gt;-&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;X&lt;/ins&gt;&amp;quot;, where &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;gunturret-X &lt;/ins&gt;is the name of the turret's base. Barrels (and any other object consisting of more than one connected element) should be one object, not several, so attach multiple barrels together with the attach tool.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Shields===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Shields===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The shield mesh should be named &amp;quot;shield&amp;quot; (and similarly, any and all geometry not supposed to be a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;sheild &lt;/del&gt;should not be named &amp;quot;shield&amp;quot;). Models should only have one shield.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The shield mesh should be named &amp;quot;shield&amp;quot; (and similarly, any and all geometry not supposed to be a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;shield &lt;/ins&gt;should not be named &amp;quot;shield&amp;quot;). Models should only have one shield.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Other Subobjects===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Other Subobjects===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Geometry that's acting as a 'standard' FreeSpace subsystem should be named according to the final subsystem name.&amp;#160; A physical Comm system would be &amp;quot;communications&amp;quot;, a physical hangar would be &amp;quot;fighterbay&amp;quot;, and so on.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Geometry that's acting as a 'standard' FreeSpace subsystem should be named according to the final subsystem name.&amp;#160; A physical Comm system would be &amp;quot;communications&amp;quot;, a physical hangar would be &amp;quot;fighterbay&amp;quot;, and so on.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Geometry representing non-standard displaying subsystems should be given the name you want them to appear with. If this subobject geometry is to appear on the lower LODs it should be named &amp;quot;SUBOBJECTa&amp;quot; for LOD0, &amp;quot;SUBOBJECTb&amp;quot; for LOD1, etc. where SUBOBJECT is the desired subobject name.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Geometry representing non-standard displaying subsystems should be given the name you want them to appear with. If this subobject geometry is to appear on the lower LODs it should be named &amp;quot;SUBOBJECTa&amp;quot; for LOD0, &amp;quot;SUBOBJECTb&amp;quot; for LOD1, etc. where SUBOBJECT is the desired subobject name.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Hidden subobjects should be given a name that's meaningful to their function, such as &amp;quot;hangardoor&amp;quot; for a hangar door.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Hidden subobjects should be given a name that's meaningful to their function, such as &amp;quot;hangardoor&amp;quot; for a hangar door.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Live debris, the ugly chunks of stuff left over when a turret or other subsystem is destroyed, are specified by naming the subobject for the destroyed component the same as the healthy version but with an added &amp;quot;-destroyed&amp;quot; on the end, like '&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;turret03a&lt;/del&gt;-destroyed'.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Live debris, the ugly chunks of stuff left over when a turret or other subsystem is destroyed, are specified by naming the subobject for the destroyed component the same as the healthy version but with an added &amp;quot;-destroyed&amp;quot; on the end, like '&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;gunturret-3a&lt;/ins&gt;-destroyed'.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* For all other subsystems, any name is valid as long as FreeSpace can parse it from the POF chunk (so no Cylinder,3) but remember that what you name the subobject will be what it is called in the POF itself. No subobject should ever be converted with its Max-generated default name.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* For all other subsystems, any name is valid as long as FreeSpace can parse it from the POF chunk (so no Cylinder,3) but remember that what you name the subobject will be what it is called in the POF itself. No subobject should ever be converted with its Max-generated default name.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l64&quot; &gt;Line 64:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 64:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Turrets and Weapons===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Turrets and Weapons===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* To define a turret's firing points, place Point helper objects in the scene at the desired location for these points.&amp;#160; It's a good idea to name these points something meaningful (if it's a firepoint for &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;turret03&lt;/del&gt;, perhaps call it &amp;quot;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;turret03fp&lt;/del&gt;&amp;quot;) so that you can figure out what goes where when rigging.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* To define a turret's firing points, place Point helper objects in the scene at the desired location for these points.&amp;#160; It's a good idea to name these points something meaningful (if it's a firepoint for &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;gunturret-3&lt;/ins&gt;, perhaps call it &amp;quot;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;turret3fp&lt;/ins&gt;&amp;quot;) so that you can figure out what goes where when rigging.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* To define a weapon bank, create a container dummy object. The dummy must take the name &amp;quot;gunbank-X&amp;quot;, if it is to be a gun bank, or &amp;quot;missilebank-X&amp;quot; if it is to be a missile bank.&amp;#160; X in both of these is the number of the bank, so start with zero and work your way up for both. The count of gunbanks is not related to the count of missilebanks, so start both at 0 and don't skip numbers. The location of the container dummy does not matter, so it can be dropped down anywhere.&amp;#160; However, to prevent serious oddities in conversion, it is strongly recommended to define '''all''' dummy objects in either a top-down or perspective view.&amp;#160; That rule applies to more than just weapon banks as well.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* To define a weapon bank, create a container dummy object. The dummy must take the name &amp;quot;gunbank-X&amp;quot;, if it is to be a gun bank, or &amp;quot;missilebank-X&amp;quot; if it is to be a missile bank.&amp;#160; X in both of these is the number of the bank, so start with zero and work your way up for both. The count of gunbanks is not related to the count of missilebanks, so start both at 0 and don't skip numbers. The location of the container dummy does not matter, so it can be dropped down anywhere.&amp;#160; However, to prevent serious oddities in conversion, it is strongly recommended to define '''all''' dummy objects in either a top-down or perspective view.&amp;#160; That rule applies to more than just weapon banks as well.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* To define a weapon bank's firing points, create point helper objects where each specific firepoint should be. Naming them something representative of their bank is helpful if you do multiple banks at a time.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* To define a weapon bank's firing points, create point helper objects where each specific firepoint should be. Naming them something representative of their bank is helpful if you do multiple banks at a time.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>RazorsKiss</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Styxx%27s_POF_Conversion_plugin_for_3D_Studio_Max&amp;diff=14096&amp;oldid=prev</id>
		<title>Galemp: /* Geometry Preparation */  Added tip about Grouping to reorient the model.</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Styxx%27s_POF_Conversion_plugin_for_3D_Studio_Max&amp;diff=14096&amp;oldid=prev"/>
		<updated>2007-11-19T23:54:06Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Geometry Preparation: &lt;/span&gt;  Added tip about Grouping to reorient the model.&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 23:54, 19 November 2007&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l31&quot; &gt;Line 31:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 31:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* All faces on all geometry '''except the shield''' must have a texture assigned to them.&amp;#160; Missing this on as little as a single face will cause the plugin to crash. Shields never have textures assigned to them.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* All faces on all geometry '''except the shield''' must have a texture assigned to them.&amp;#160; Missing this on as little as a single face will cause the plugin to crash. Shields never have textures assigned to them.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Scale your scene to the size you want it to appear in-game. This may vary depending on your current Units settings, so once you do a test export, a little math should help you find the desired scale.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Scale your scene to the size you want it to appear in-game. This may vary depending on your current Units settings, so once you do a test export, a little math should help you find the desired scale.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Orient everything so that the front of the ship points towards the top of the screen in 'top' view mode.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Orient everything so that the front of the ship points towards the top of the screen in 'top' view mode&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. If you're having trouble keeping everything centered, try Grouping everything, setting the pivot point to the origin, rotating the group then un-grouping&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Change all your model geometry to 'Editable Poly' mode, as the converter seems to work best with poly models.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Change all your model geometry to 'Editable Poly' mode, as the converter seems to work best with poly models.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Galemp</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Styxx%27s_POF_Conversion_plugin_for_3D_Studio_Max&amp;diff=12958&amp;oldid=prev</id>
		<title>Mustang19: Freespace -&gt; FreeSpace</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Styxx%27s_POF_Conversion_plugin_for_3D_Studio_Max&amp;diff=12958&amp;oldid=prev"/>
		<updated>2007-09-28T14:13:21Z</updated>

		<summary type="html">&lt;p&gt;Freespace -&amp;gt; FreeSpace&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 14:13, 28 September 2007&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Still a work in progress, Styxx has created a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Freespace &lt;/del&gt;2 model exporter plugin for 3D Studio Max versions 4 through 6. Available here: [[http://www.hard-light.net/forums/index.php/topic,26260.0.html]] There is no model importing function; to import POFs into &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Freespace &lt;/del&gt;2 for reference or editing, it is necessary to convert them to COBs and then use Truespace or another program to convert them to a 3DS or other file.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Still a work in progress, Styxx has created a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;FreeSpace &lt;/ins&gt;2 model exporter plugin for 3D Studio Max versions 4 through 6. Available here: [[http://www.hard-light.net/forums/index.php/topic,26260.0.html]] There is no model importing function; to import POFs into &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;FreeSpace &lt;/ins&gt;2 for reference or editing, it is necessary to convert them to COBs and then use Truespace or another program to convert them to a 3DS or other file.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Despite being available for well over a year, not many people actually know how to make this plugin work correctly.&amp;#160; To that end, the following is intended to be a complete walkthrough of using the plugin to create a simple ship that makes use of all of the plugin's features.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Despite being available for well over a year, not many people actually know how to make this plugin work correctly.&amp;#160; To that end, the following is intended to be a complete walkthrough of using the plugin to create a simple ship that makes use of all of the plugin's features.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Please note that this is not a tutorial for actually creating models.&amp;#160; There are plenty of Max tutorials out there that have far better information in them than what can be provided here. It is, however, a guide to getting a model out of 3ds Max and into the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Freespace &lt;/del&gt;2 object format, POF, with minimal complications. If this is your first model we recommend you explore the functions of [[ModelView]]'s POF editor and the various View functions in FRED to get a feel for what goes into a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Freespace &lt;/del&gt;model.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Please note that this is not a tutorial for actually creating models.&amp;#160; There are plenty of Max tutorials out there that have far better information in them than what can be provided here. It is, however, a guide to getting a model out of 3ds Max and into the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;FreeSpace &lt;/ins&gt;2 object format, POF, with minimal complications. If this is your first model we recommend you explore the functions of [[ModelView]]'s POF editor and the various View functions in FRED to get a feel for what goes into a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;FreeSpace &lt;/ins&gt;model.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;This tutorial is for the current exporter version as of November 13, 2003.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;This tutorial is for the current exporter version as of November 13, 2003.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l21&quot; &gt;Line 21:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 21:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The shield mesh should be named &amp;quot;shield&amp;quot; (and similarly, any and all geometry not supposed to be a sheild should not be named &amp;quot;shield&amp;quot;). Models should only have one shield.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The shield mesh should be named &amp;quot;shield&amp;quot; (and similarly, any and all geometry not supposed to be a sheild should not be named &amp;quot;shield&amp;quot;). Models should only have one shield.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Other Subobjects===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Other Subobjects===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Geometry that's acting as a 'standard' &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Freespace &lt;/del&gt;subsystem should be named according to the final subsystem name.&amp;#160; A physical Comm system would be &amp;quot;communications&amp;quot;, a physical hangar would be &amp;quot;fighterbay&amp;quot;, and so on.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Geometry that's acting as a 'standard' &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;FreeSpace &lt;/ins&gt;subsystem should be named according to the final subsystem name.&amp;#160; A physical Comm system would be &amp;quot;communications&amp;quot;, a physical hangar would be &amp;quot;fighterbay&amp;quot;, and so on.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Geometry representing non-standard displaying subsystems should be given the name you want them to appear with. If this subobject geometry is to appear on the lower LODs it should be named &amp;quot;SUBOBJECTa&amp;quot; for LOD0, &amp;quot;SUBOBJECTb&amp;quot; for LOD1, etc. where SUBOBJECT is the desired subobject name.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Geometry representing non-standard displaying subsystems should be given the name you want them to appear with. If this subobject geometry is to appear on the lower LODs it should be named &amp;quot;SUBOBJECTa&amp;quot; for LOD0, &amp;quot;SUBOBJECTb&amp;quot; for LOD1, etc. where SUBOBJECT is the desired subobject name.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Hidden subobjects should be given a name that's meaningful to their function, such as &amp;quot;hangardoor&amp;quot; for a hangar door.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Hidden subobjects should be given a name that's meaningful to their function, such as &amp;quot;hangardoor&amp;quot; for a hangar door.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Live debris, the ugly chunks of stuff left over when a turret or other subsystem is destroyed, are specified by naming the subobject for the destroyed component the same as the healthy version but with an added &amp;quot;-destroyed&amp;quot; on the end, like 'turret03a-destroyed'.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Live debris, the ugly chunks of stuff left over when a turret or other subsystem is destroyed, are specified by naming the subobject for the destroyed component the same as the healthy version but with an added &amp;quot;-destroyed&amp;quot; on the end, like 'turret03a-destroyed'.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* For all other subsystems, any name is valid as long as &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Freespace &lt;/del&gt;can parse it from the POF chunk (so no Cylinder,3) but remember that what you name the subobject will be what it is called in the POF itself. No subobject should ever be converted with its Max-generated default name.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* For all other subsystems, any name is valid as long as &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;FreeSpace &lt;/ins&gt;can parse it from the POF chunk (so no Cylinder,3) but remember that what you name the subobject will be what it is called in the POF itself. No subobject should ever be converted with its Max-generated default name.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Geometry Preparation==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Geometry Preparation==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l37&quot; &gt;Line 37:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 37:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Position the primary model where it is supposed to be in the converted file so that its pivot point is at the origin.&amp;#160; If you were converting the [[Colossus]], you would put the model in such a location that the middle of its rear engines, the point about which it rotates in-game, at (0,0,0).&amp;#160; &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Position the primary model where it is supposed to be in the converted file so that its pivot point is at the origin.&amp;#160; If you were converting the [[Colossus]], you would put the model in such a location that the middle of its rear engines, the point about which it rotates in-game, at (0,0,0).&amp;#160; &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* When the ship is in the exact place you want it, select the 'Hierarchy' tab, click 'Affect Pivot Only' and make sure that the pivot is at location 0,0,0.&amp;#160; The location of the pivot on the root geometry for a level of detail MUST be at the origin, and this is important, so '''do not skip this step.'''&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* When the ship is in the exact place you want it, select the 'Hierarchy' tab, click 'Affect Pivot Only' and make sure that the pivot is at location 0,0,0.&amp;#160; The location of the pivot on the root geometry for a level of detail MUST be at the origin, and this is important, so '''do not skip this step.'''&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Position all turrets and other subobjects where you want them in relation to the detail-X object that they will be attached to (this will usually be detail-0), making sure to follow &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Freespace &lt;/del&gt;conventions in terms of turret orientation. Topside multipart turrets should face forward with their barrels pointing straight up, multipart turrets on the bottom of the ship should face towards the ship's rear and their barrels should point straight down.&amp;#160; Default resting positions can be assigned in tables, so don't try to do anything fancy with these in the model. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Position all turrets and other subobjects where you want them in relation to the detail-X object that they will be attached to (this will usually be detail-0), making sure to follow &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;FreeSpace &lt;/ins&gt;conventions in terms of turret orientation. Topside multipart turrets should face forward with their barrels pointing straight up, multipart turrets on the bottom of the ship should face towards the ship's rear and their barrels should point straight down.&amp;#160; Default resting positions can be assigned in tables, so don't try to do anything fancy with these in the model. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* When these subobjects are in the positions you want them, one by one select your debris clumps and rotating subobjects (turret bases, turret arms, radar dishes etc.), select the 'Hierarchy' tab, click 'Affect Pivot Only' and move the pivots to their rotation points. Turret arms should pivot at their bases.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* When these subobjects are in the positions you want them, one by one select your debris clumps and rotating subobjects (turret bases, turret arms, radar dishes etc.), select the 'Hierarchy' tab, click 'Affect Pivot Only' and move the pivots to their rotation points. Turret arms should pivot at their bases.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l73&quot; &gt;Line 73:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 73:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Paths and Docks===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Paths and Docks===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Create your paths using the create line tool and modify the editable splines to suit each path you want in the model. Paths are always defined TOWARD the ship, so the first point (where you first click when you start an editable spline with the create line tool) should be the most distant from the ship, and the last the closest. All editable splines will become paths on conversion, but name them according to the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Freespace &lt;/del&gt;convention anyway. Typically, the paths needed for a 'complete' model are paths for each subsystem (main subsystems and turret subobjects) so it's usually a good idea to know in advance where things like the weapons subsystem will be defined. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Create your paths using the create line tool and modify the editable splines to suit each path you want in the model. Paths are always defined TOWARD the ship, so the first point (where you first click when you start an editable spline with the create line tool) should be the most distant from the ship, and the last the closest. All editable splines will become paths on conversion, but name them according to the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;FreeSpace &lt;/ins&gt;convention anyway. Typically, the paths needed for a 'complete' model are paths for each subsystem (main subsystems and turret subobjects) so it's usually a good idea to know in advance where things like the weapons subsystem will be defined. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Turret and subsystem paths are fine with just two points. These paths should be named &amp;quot;$pathXX&amp;quot; where XX is a number.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Turret and subsystem paths are fine with just two points. These paths should be named &amp;quot;$pathXX&amp;quot; where XX is a number.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Fighterbay paths normally have 3, 4, or more points. Fighterbay paths should be named &amp;quot;$bayXX&amp;quot; where XX is a number.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Fighterbay paths normally have 3, 4, or more points. Fighterbay paths should be named &amp;quot;$bayXX&amp;quot; where XX is a number.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l107&quot; &gt;Line 107:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 107:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Converting==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Converting==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Converting is a relatively simple process in comparison to actually setting everything up. It is, however, not foolproof and actually quite failure prone. It should be as simple as doing a file-&amp;gt;export, choosing &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Freespace &lt;/del&gt;2 POF as your export filetype, and selecting only the components that you actually have in your scene. The only exception is the glows box, which must ALWAYS be checked or a crash will result.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Converting is a relatively simple process in comparison to actually setting everything up. It is, however, not foolproof and actually quite failure prone. It should be as simple as doing a file-&amp;gt;export, choosing &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;FreeSpace &lt;/ins&gt;2 POF as your export filetype, and selecting only the components that you actually have in your scene. The only exception is the glows box, which must ALWAYS be checked or a crash will result.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===What can go wrong===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===What can go wrong===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Mustang19</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Styxx%27s_POF_Conversion_plugin_for_3D_Studio_Max&amp;diff=9526&amp;oldid=prev</id>
		<title>DaBrain at 20:01, 7 May 2007</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Styxx%27s_POF_Conversion_plugin_for_3D_Studio_Max&amp;diff=9526&amp;oldid=prev"/>
		<updated>2007-05-07T20:01:47Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 20:01, 7 May 2007&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l124&quot; &gt;Line 124:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 124:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* The converter miscalculates the radius of the model by approximately a factor of 2, which creates some strange behavior during subspace warps and when viewing externally from the model. Again, there is not a good way to correct this, so it may just be something you have to live with. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* The converter miscalculates the radius of the model by approximately a factor of 2, which creates some strange behavior during subspace warps and when viewing externally from the model. Again, there is not a good way to correct this, so it may just be something you have to live with. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If these problems become issues, please contact the user StratComm through the HLP PM system for assistance.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If these problems become issues, please contact the user StratComm through the HLP PM system for assistance.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;''Note: A new version of the exporter is in development.''&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Modding]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Modding]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>DaBrain</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Styxx%27s_POF_Conversion_plugin_for_3D_Studio_Max&amp;diff=4195&amp;oldid=prev</id>
		<title>67.102.62.205: /* Pivots */  Added that Debris should have local pivots.</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Styxx%27s_POF_Conversion_plugin_for_3D_Studio_Max&amp;diff=4195&amp;oldid=prev"/>
		<updated>2006-01-05T03:56:14Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Pivots: &lt;/span&gt;  Added that Debris should have local pivots.&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 03:56, 5 January 2006&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l38&quot; &gt;Line 38:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 38:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* When the ship is in the exact place you want it, select the 'Hierarchy' tab, click 'Affect Pivot Only' and make sure that the pivot is at location 0,0,0.&amp;#160; The location of the pivot on the root geometry for a level of detail MUST be at the origin, and this is important, so '''do not skip this step.'''&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* When the ship is in the exact place you want it, select the 'Hierarchy' tab, click 'Affect Pivot Only' and make sure that the pivot is at location 0,0,0.&amp;#160; The location of the pivot on the root geometry for a level of detail MUST be at the origin, and this is important, so '''do not skip this step.'''&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Position all turrets and other subobjects where you want them in relation to the detail-X object that they will be attached to (this will usually be detail-0), making sure to follow Freespace conventions in terms of turret orientation. Topside multipart turrets should face forward with their barrels pointing straight up, multipart turrets on the bottom of the ship should face towards the ship's rear and their barrels should point straight down.&amp;#160; Default resting positions can be assigned in tables, so don't try to do anything fancy with these in the model. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Position all turrets and other subobjects where you want them in relation to the detail-X object that they will be attached to (this will usually be detail-0), making sure to follow Freespace conventions in terms of turret orientation. Topside multipart turrets should face forward with their barrels pointing straight up, multipart turrets on the bottom of the ship should face towards the ship's rear and their barrels should point straight down.&amp;#160; Default resting positions can be assigned in tables, so don't try to do anything fancy with these in the model. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* When these subobjects are in the positions you want them, one by one select your rotating subobjects (turret bases, turret arms, radar dishes etc.), select the 'Hierarchy' tab, click 'Affect Pivot Only' and move the pivots to their rotation points. Turret arms should pivot at their bases.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* When these subobjects are in the positions you want them, one by one select your &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;debris clumps and &lt;/ins&gt;rotating subobjects (turret bases, turret arms, radar dishes etc.), select the 'Hierarchy' tab, click 'Affect Pivot Only' and move the pivots to their rotation points. Turret arms should pivot at their bases.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Transparent Faces===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Transparent Faces===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>67.102.62.205</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Styxx%27s_POF_Conversion_plugin_for_3D_Studio_Max&amp;diff=1660&amp;oldid=prev</id>
		<title>128.235.249.80: Restructured format, removed redundancy, added misc information and checked grammar and spelling.</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Styxx%27s_POF_Conversion_plugin_for_3D_Studio_Max&amp;diff=1660&amp;oldid=prev"/>
		<updated>2005-12-09T21:53:02Z</updated>

		<summary type="html">&lt;p&gt;Restructured format, removed redundancy, added misc information and checked grammar and spelling.&lt;/p&gt;
&lt;a href=&quot;//wiki.hard-light.net/index.php?title=Styxx%27s_POF_Conversion_plugin_for_3D_Studio_Max&amp;amp;diff=1660&amp;amp;oldid=1258&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>128.235.249.80</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Styxx%27s_POF_Conversion_plugin_for_3D_Studio_Max&amp;diff=1258&amp;oldid=prev</id>
		<title>TopAce at 19:44, 19 November 2005</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Styxx%27s_POF_Conversion_plugin_for_3D_Studio_Max&amp;diff=1258&amp;oldid=prev"/>
		<updated>2005-11-19T19:44:48Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 19:44, 19 November 2005&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l91&quot; &gt;Line 91:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 91:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Things that still need improvement===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Things that still need improvement===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;There are still some things that the POF converter cannot do properly.&amp;#160; For one thing, it makes a mess out of the header; the mass values are about two orders of magnitude higher than they would be for an equivalent stock model.&amp;#160; For another, the Moment of Inertia is a complete mess and doesn't output anything useful.&amp;#160; Both of these values should be changed before the model is used in game.&amp;#160; Unfortunately, if glowpoints were used, there is not a good mainstream way to correct the MoI data without losing the glow chunk, and PCS won't import glows, so you're sort of stuck unless you are willing to copy it by hand.&amp;#160; There is a third issue that most people rarely notice; the converter miscalculates the radius of the model by approximately a factor of 2, which creates some strange behavior during subspace warps and when viewing externally from the model.&amp;#160; Again, there is not a good way to correct this, so it may just be something you have to live with.&amp;#160; If the radius problem becomes an issue, please contact the user StratComm through the HLP PM system for assistance.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;There are still some things that the POF converter cannot do properly.&amp;#160; For one thing, it makes a mess out of the header; the mass values are about two orders of magnitude higher than they would be for an equivalent stock model.&amp;#160; For another, the Moment of Inertia is a complete mess and doesn't output anything useful.&amp;#160; Both of these values should be changed before the model is used in game.&amp;#160; Unfortunately, if glowpoints were used, there is not a good mainstream way to correct the MoI data without losing the glow chunk, and PCS won't import glows, so you're sort of stuck unless you are willing to copy it by hand.&amp;#160; There is a third issue that most people rarely notice; the converter miscalculates the radius of the model by approximately a factor of 2, which creates some strange behavior during subspace warps and when viewing externally from the model.&amp;#160; Again, there is not a good way to correct this, so it may just be something you have to live with.&amp;#160; If the radius problem becomes an issue, please contact the user StratComm through the HLP PM system for assistance.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:Modding]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>TopAce</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Styxx%27s_POF_Conversion_plugin_for_3D_Studio_Max&amp;diff=994&amp;oldid=prev</id>
		<title>152.3.76.154: /* Things that still need improvement */</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Styxx%27s_POF_Conversion_plugin_for_3D_Studio_Max&amp;diff=994&amp;oldid=prev"/>
		<updated>2005-11-13T20:22:54Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Things that still need improvement&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 20:22, 13 November 2005&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l90&quot; &gt;Line 90:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 90:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Things that still need improvement===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Things that still need improvement===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;There are still some things that the POF converter cannot do properly.&amp;#160; For one thing, it makes a mess out of the header; the mass values are about two orders of magnitude higher than they would be for an equivalent stock model.&amp;#160; For another, the Moment of Inertia is a complete mess and doesn't output anything useful.&amp;#160; Both of these values should be changed before the model is used in game.&amp;#160; Unfortunately, if glowpoints were used, there is not a good mainstream way to correct the MoI data without losing the glow chunk, and PCS won't import glows, so you're sort of stuck unless you are willing to copy it by hand.&amp;#160; There is a third issue that most people rarely notice; the converter miscalculates the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;raduis &lt;/del&gt;of the model by approximately a factor of 2, which creates some strange behavior during subspace warps and when viewing externally from the model.&amp;#160; Again, there is not a good way to correct this, so it may just be something you have to live with.&amp;#160; If the radius problem becomes an issue, please contact the user StratComm through the HLP PM system for assistance.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;There are still some things that the POF converter cannot do properly.&amp;#160; For one thing, it makes a mess out of the header; the mass values are about two orders of magnitude higher than they would be for an equivalent stock model.&amp;#160; For another, the Moment of Inertia is a complete mess and doesn't output anything useful.&amp;#160; Both of these values should be changed before the model is used in game.&amp;#160; Unfortunately, if glowpoints were used, there is not a good mainstream way to correct the MoI data without losing the glow chunk, and PCS won't import glows, so you're sort of stuck unless you are willing to copy it by hand.&amp;#160; There is a third issue that most people rarely notice; the converter miscalculates the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;radius &lt;/ins&gt;of the model by approximately a factor of 2, which creates some strange behavior during subspace warps and when viewing externally from the model.&amp;#160; Again, there is not a good way to correct this, so it may just be something you have to live with.&amp;#160; If the radius problem becomes an issue, please contact the user StratComm through the HLP PM system for assistance.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>152.3.76.154</name></author>
		
	</entry>
</feed>