Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: BNG Da BZ Fool on December 24, 2009, 01:01:27 PM

Title: Could someone please explain about pre-save options in 3DEX?
Post by: BNG Da BZ Fool on December 24, 2009, 01:01:27 PM
I've been testing COB model files for conversion to XSI using version 1.5.5. exporter. The models appear pointed downward when converted from COB to XSI; the same is true when the model spawns in BZII. 3DEX, has an option panel where transformations can be manaully set prior to converting between formats. I enabled one setting to rotate the X axis 90 degrees to correct for the XSI exporter outputing the model pointing downward by default. The resulting model looks fine in 3DEX, but in game...boy does the model look totally wierd. All the parts are pointing ever which way rather then all being oriented properly. The default XSI models look fine in game except that they point downward, but when I apply a presave option to rotate the model X parameter 90 degree every model part is pointed in many different directions. Does that mean that every part of the model needs the X plane set to 90 degrees? Tanks are cool...BNG.
Title: Re: Could someone please explain about pre-save options in 3DEX?
Post by: BNG Da BZ Fool on December 24, 2009, 02:58:49 PM
As you can see from this screen grab the model looks distorted yet the weapon hardpoints are all there, functional, and appear to fire in the forward direction as well. The model was saved as a COB ASCII text file. In 3DEX 1.5.5 the model appears fine, but when I save it as XSI the model appears on it's nose afterwords. It seems to fly well and the eyepoint looks straight ahead when I fly the thing. When I apply a presave transformation in 1.5.5 the the model geometry goes to hell quite literally. Any ueful suggestions would certainly earn my most esteemed respect and admiration...what I'm asking is Rudolf with your nose so bright won't you guide my sleigh tonite...sincerely Santa Claus.
(http://3tqolq.blu.livefilestore.com/y1pA_tQLcStFH7Ljzlu8y8fgeGnAb5M3qWpXcnyAwagqlBwd21GkZHwRvqF-E-PyW6qjiO8Gs6kSToTgezlHovssOJIbKIhNjOt/cob2xsi.GIF)
Title: Re: Could someone please explain about pre-save options in 3DEX?
Post by: mrtwosheds on December 24, 2009, 03:32:07 PM
QuoteThe default XSI models look fine in game except that they point downward,
Build them pointing up.
As I tried to explain before transforms are less than helpful when putting model into bz2. LOD models ignore them and animations alter them.
Build your units orientated so that they come out in bz2 the right way up.

This is all about the actual numbers that define the mesh, trying find a way to have the wrong numbers (using a transform) is asking for problems.
Title: Re: Could someone please explain about pre-save options in 3DEX?
Post by: BNG Da BZ Fool on December 24, 2009, 03:36:04 PM
Hmm, the hp's are getting an an extra frame added called axis1-whatever for each hp which essentially are flat 2 sided triangles. Maybe I'll remake them in TS into 3 sided triangles and resave as COB again...OMG my head is spinning, but here goes nutin' honey! Roger that MTS will try that next.