Models giveaway
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I’m not exactly sure what you’re saying m8
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Indeed the texture is crap Send me the file and I’ll have a look at it and see if I can texture it.
Meanwhile, here are a couple of WIPs I made for a gameThese ones are not available for download atm.
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Wow, SolCommand, your models are beautiful!!!
If it’s really okay, i’ll use a bunch in the mod I’m working one. I plan to create at least three new Houses, so I need police and navy ships. And the coolness of your stations defies description!
Btw - I have been out of this for quite a while, but I notice there aren’t any .sur files in the .3ds archive… Is it possible nowadays to create .sur files from .3ds and .cmp files?
I realize that’s a rather n00b question, but at the time I remember the expertise modders were on a quest to decode the. sur files to be able to create new ones. I remember that anton created a tool to modify the sizes of existing .sur files, but that’s about it.
So, how do y’all get the collision data for SolCommand’s (truly stunning!) models?
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Resizing existing .sur’s mainly, using the FLMT from anton…
Lancer S is currently working on the mother of all sur proggys… but untill its finished its either a resize… or hours (per ship) in ms3d building a half working .sur… (see various “my sur don’t work” threads).
all in all… its still a pain in the a$$ 8-)
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Xarian_Prime wrote:
Resizing existing .sur’s mainly, using the FLMT from anton…Lancer S is currently working on the mother of all sur proggys… but untill its finished its either a resize… or hours (per ship) in ms3d building a half working .sur… (see various “my sur don’t work” threads).
all in all… its still a pain in the a$$ 8-)
I see… So, when implementing a model (say, newmodel.3ds) from SolCommand’s archive, I should look for a stock model that resembles closest the outline of the custom model, resize it (if necesssary) with Anton’s tool and rename it to newmodel.sur. Right?
That’s easily said, but prolly a lot less easy to actually do!
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yep… just rename it 1st, to save confusion, Its not the “best” way… but its darn hell the quickest & in most mods barley noticeable as the games normally moving faster… even in vanilla unless its a big ship with lots of blank spaces.
“FLModelTool10ab6” is the one you want for this task
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Xarian_Prime wrote:
yep… just rename it 1st, to save confusion, Its not the “best” way… but its darn hell the quickest & in most mods barley noticeable as the games normally moving faster… even in vanilla unless its a big ship with lots of blank spaces.“FLModelTool10ab6” is the one you want for this task
I just installed it The installer happened to be in my archive. a good thing I always kept stuff.
For now I gotta dig up some old star sytem files and redo them. The models come after that.
EDIT <offtopic>I actually might give it a try: I need a huge towerlike construction, and I used to create it with building prison archetypes on top of each other. (4 prisons made an octagon, and one octagon was one floor. That rendered a rather laggy star system - if the base was in sight, not if it were not.) But it might be easier to use a space_habitat thing enlarged 25 times (and, of course, retexture it). So that’s a nice way to practice both the clone and model tools.</offtopic>
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Moonhead wrote:
Xarian_Prime wrote:
Resizing existing .sur’s mainly, using the FLMT from anton…Lancer S is currently working on the mother of all sur proggys… but untill its finished its either a resize… or hours (per ship) in ms3d building a half working .sur… (see various “my sur don’t work” threads).
all in all… its still a pain in the a$$ 8-)
I see… So, when implementing a model (say, newmodel.3ds) from SolCommand’s archive, I should look for a stock model that resembles closest the outline of the custom model, resize it (if necesssary) with Anton’s tool and rename it to newmodel.sur. Right?
That’s easily said, but prolly a lot less easy to actually do!
So what’s wrong with using Lancers sur builder as it currently is. version 2 to be exact? Builds better surs than using any of the original ones
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Looking good
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Gibbon wrote:
Moonhead wrote:
So what’s wrong with using Lancers sur builder as it currently is. version 2 to be exact? Builds better surs than using any of the original ones
So, LancerSolurus’s Sur proggy is finished? That’s great! I assume it converts a .cmp / .3db / .3ds into a .sur?
(I’m at my work now - can browse web pages but not download anything, so cannot dl the app and try it)
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@ gibbons -> nothin… lol, its a dam fine tool… dam fine…
Just thought i’d lay out the options for the man, & i thought LS was still in beta with the tool… that could cause some confusion to one who has never wrangled a sur b4…
8-)
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A cmp and 3db yes, a 3ds no. I have been considering adding other model formats anyways but that is low on the to-do list at the moment.
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LancerSolurus wrote:
A cmp and 3db yes, a 3ds no. I have been considering adding other model formats anyways but that is low on the to-do list at the moment.That’s great!!!
Actually I am looking in the game folder, and I must confess I see no .3ds files. I really was under the impression there were as much .3ds as .3db files :-? Now I can’t fine a single one. The whole format doesn’t seem to exist! Am I going mad?! Have the Nomads infected my brain?
Anyway, I’m gonna try out your tool!
Btw it’s night here but the whole street where I live will have a scheduled power-down tomorrow morning, so I set the alarm to try out your prog and do some other things I’m really sleepy though, so sorry for typo’s or bad english
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3ds is the format exported by 3D Studio Max by default. It has nothing to do with FL, it’s just that some lazy peeps don’t want to have to convert the models to CMP or 3DB before parsing them with LS’s tool
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btw conversion: this might sound quite noobish, but currently, which never yet has been other during the year i am working on my mod, i just don’t get any model exported to cmp. i do use milkshape v1.8.3 on a winXP 32bit and neither with 0.2.1 nor with 0.3 cmp exporters i get a model that even shows up in the hardcmp. it is not, that the model is too small, but instead of the black background i see the current screen part that was behind the programm when i opened it. in addition, in earlier tries i got a model, even usable ingame but it had no assigned textures though the assignment in milkshape worked quite well and both, cmp and mat showed up a file structure analogous to vanilla files or mod models i watched inside yet with the utf editor. this post might be not in the right thread over here, sorry on that one due i didn’t want to start a new one because of such an old and common question. has anyone yet been confronted with that problem and/or knows a solution?
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I have a feeling you are using a beta (test) version of P1p3r’s .cmp exporter that was not finished.
In that exporter, there are some bugs, unfortunately he has disappeared so we can’t get them fixed, it’s a shame because it’s a good exporter…
… but we can fix the models it makes…
Open the .cmp file with UTF Editor.
Open the ** node, then open the Cmpnd node, then look for the Cons node.
If your model is a one-group model, then there must NOT be a Cmpnd… Cons node in it at all. If there is one, then delete it. If then the Cmpnd node is empty, delete that too. Save your cmp file and try again to open it in HardCMP.
But if your model is multi-group, then…
Open the Cons node and look at the Fix node.If it is named Fixed then this is your problem, just rename it to Fix and save the .cmp file again and you should be able to reopen it in HardCMP.
Is that your problem?
If yes, then you can either use it and fix your models this way each time, or you can remove this exporter from your MilkShape folder and use cmp exporter v03 for now.
If not, then I have no idea but check the cmp file carefully in UTF Editor, compare it with a plain FL ship.