Difference between revisions of "User talk:Nighteyes"
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3. In 3ds max, import the DAE model, delete all low LOD of the model, as well as debris and shields, only leave the LOD0(highest quality) and the turrets. | 3. In 3ds max, import the DAE model, delete all low LOD of the model, as well as debris and shields, only leave the LOD0(highest quality) and the turrets. | ||
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− | 4. Now the model should have the correct UVW maps, even if they look completly wronge and screwed up, ignore it. go to meterial editor, and creat a new sub-object meterial, assign different colors to each meterial, and apply it to the model. | + | 4. Now the model should have the correct UVW maps, even if they look completly wronge and screwed up, ignore it. go to meterial editor, and creat a new sub-object meterial(according to the number of different textures the model has in PCS2), assign different colors to each meterial, and apply it to the model. |
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5. Open the model in PCS2, and go to textures, go one by one, and press "open externaly", save each texture to a folder. | 5. Open the model in PCS2, and go to textures, go one by one, and press "open externaly", save each texture to a folder. | ||
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done! enjoy messing about with the converted model :D | done! enjoy messing about with the converted model :D | ||
− | + | *if you put all texture files in the dae model folder, max will automatically assigne the textures to the model :) but then you lose a bit of freedom as to how the meterials work. | |
− | *Models can be found in sparky_fs2.vp in the models | + | *Models can be found in sparky_fs2.vp, MV_Complete.vp, and in the models folders of installed mods |
useful links: | useful links: | ||
http://www.hard-light.net/forums/index.php/topic,64929 | http://www.hard-light.net/forums/index.php/topic,64929 | ||
http://www.hard-light.net/forums/index.php/topic,65185.0.html | http://www.hard-light.net/forums/index.php/topic,65185.0.html |
Latest revision as of 13:49, 19 August 2009
Converting FS models(pof files) to 3ds max
This proccess is meant to get pof models working in 3d studio max, as well as how to get the correct UVW maps converted, and how to apply the textures to the model, I used the models in 3ds max for cutscene creation, but im sure it can be helpful for modelling and UVW map correcting as well. also, I'm positive this applies to other 3d apps with minor changes :)
Steps: 1. get all the programs and install the necissary plugins:
ColladaMax OSS Plugin: (an add on tool for 3ds Max, most importent, as this will make max able to import DAE files properly) from https://collada.org/mediawiki/index.php/ColladaMax_OSS
PCS2: (the main application for rigging models after export from your modeling suite of choice) from: http://sourceforge.net/projects/alliance/files/POF%20Constructor%20Suite/2.0.3/PCS2_2.0.3_20 08-05-15.exe/download
PCS2 Support Files: All of these must be installed for PCS2 can run properly. PCS2 2.0.3 Updated EXE File: http://scoobydoo.freespacemods.net/Completed/Misc/pcs2.exe
Microsoft Visual Basic 2008 Runtimes Installer: http://www.microsoft.com/downloads/details.aspx?familyid=A5C84275-3B97-4AB7-A40D-380 2B2AF5FC2&displaylang=en libColladaDOM.dll File: (7zip files can be opened by WinRar or 7zip utilites) http://the158th.hard-light.net/spicious/libcollada14dom21.7z
2. Open with PCS2 the *.pof model you would like to convert, select save as, and save it as a colleda DAE
3. In 3ds max, import the DAE model, delete all low LOD of the model, as well as debris and shields, only leave the LOD0(highest quality) and the turrets.
4. Now the model should have the correct UVW maps, even if they look completly wronge and screwed up, ignore it. go to meterial editor, and creat a new sub-object meterial(according to the number of different textures the model has in PCS2), assign different colors to each meterial, and apply it to the model.
5. Open the model in PCS2, and go to textures, go one by one, and press "open externaly", save each texture to a folder.
6. In 3ds max, assign to each subobject the apropriate texture(usually they are numbered in the same order that they show in PCS2, so try it that way first :))
done! enjoy messing about with the converted model :D
- if you put all texture files in the dae model folder, max will automatically assigne the textures to the model :) but then you lose a bit of freedom as to how the meterials work.
- Models can be found in sparky_fs2.vp, MV_Complete.vp, and in the models folders of installed mods
useful links: http://www.hard-light.net/forums/index.php/topic,64929
http://www.hard-light.net/forums/index.php/topic,65185.0.html