• Welcome to Battlezone Universe.
 

News:

Welcome to the BZU Archive dated December 24, 2009. Topics and posts are in read-only mode. Those with accounts will be able to login and browse anything the account had access granted to at the time. No changes to permissions will be made to be given access to particular content. If you have any questions, please reach out to squirrelof09/Rapazzini.

Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - BNG Da BZ Fool

#1
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.
#2
Hoorah, I finally got a model into BZII that uses the illusive animation thingy. How did I do it? The models were created in Truespace 7.6. 4 models were copied from a single model and renamed to include 1 each with 00, sn, sf, and sr. Each model was keyframed seperately in the same TS workspace. Then each were saved in the X format. Afterwords, each was converted using 3dex 1.5.5. with the XSI exporter to my addon folder. I had to borrow the animation section from the ivscout and paste it in my modified Talon ODF as it did not include this part. I've included a zip file for anyone wanting to try out the model in BZII.

Please note that while the model works in game it has no weapon hard points as I still need to manually edit the hp_names to get them to be recognized by BZII; this oddity caused by the TS X exporter adding -number at the end of the hp_whatever name. However, it is pilotable and the original texture is applied as well; apparently, BZII can read a texture entry using TextureFilename =.
<iframe title ="Preview" scrolling="no" marginheight="0" marginwidth="0" frameborder="0" style="width:98px;height:115px;padding:0;background-color:#fcfcfc;" src="http://cid-380832c976843acb.skydrive.live.com/embedicon.aspx/Public/Ivmark00.zip"></iframe>
#3
Maps and Modding / Hoverclass with animation
December 14, 2009, 02:22:56 PM
My model is based off the FE Cerberi Talon. I believe the class supports 3 animations forword, backword and strafe as well as nuetral right? My model has an engine pod assembly (single object 2 actual pods) each has a flame_ __h and hp_trail_. I want the pods to point down in nuetral, forword going straight, and backword flying in reverse. Would I need to move the assembly axis to the center of it to pivot correctly?

As a reference like the jump jets the Brits and Marines use. I believe that I only need to use rotional based keyframes to pull it off right?
#4
No, I don't work at a software company. I'm an on-air switcher at a TV station, but when I'm at home I seem to focus more on other things rather then model making. I have no clue why though...if that makes any sense. Stanby-ready to roll tape-roll tape-BNG out for the count and 5 4 3 2....LOL
#5
...the ODF entries like animfile = ivairjag.xsi, animcount = 1, animname = loop.

Progress so far is exporting an animated X model to Threed from TS7.6, editng the animated part by checking the animation box by right clicking the part, and saving the file as XSI.

Then with notepad copy and pasting the animation numbers from the X file to the extra XSI section that's created by Threed to add Animationset to the end of the XSI file. Once I do this the XSI model animates just like the X model it was created from; well, at least it does in 3dex using the animation play controls. However, when I test the model in the map editor the model loads fine, but I see no animation at all. Is there some stuff I can try to get the animation working? What would happen if I changed the animname to something like forward; like in the ivscout? Would BZII use the name when I moved the craft forward? Sure could use some feedback on what I might try as I'm sort of stuck.

In my ODF, I copied the animation lines listed above, but the cvtalon from which my ODF is based has no animation entries at all.

Do I need to make 2 seperate XSI models? One with and one without the animation? The animation i did in TS is little more then making the wings tilt forwards and backwards a bit using a rotational animation controls.
#6
I recently wrecked a pefectly good motherboard trying to install a cd burner in an empty drive bay. To make a long story short the new burner was too long and damaged a capasitor on the mb when I forced the unit in through the bay opening. Windows xp rebooted okay and acknowledged the new drive, but needed to be restarted again. Which I did, but then it refused afterwords to boot at all. I figured it must have been due to the damaged cap. Repeated attempts to restart did nothing. Then later on the cap. actually popped off the board, so I'm guessing the board is FUBAR.

No biggy, but now I'm wondering if I should just buy another board or just replace the pc altogether. As far as I know the board is a PM-880 Intel P4 type; do they still make or sell this type of board? I can probably reuse most of the old stuff like the processor, mem, etc. What do you guys think? Tanks, BNG.
#7
Is it hardcoded or can modelers edit how BZII looks for and displays a texture on a model?

Can a models textures be listed in the models ODF like I've noticed in some ODF files particular weapons ODF's for effects?

Has anyone besides myself ever tried to get an X model into BZII, but gave up because the X format really just is not fully supported by BZII?

#8
Overdrive Terminal / How are animated GIF's made?
November 20, 2009, 04:30:02 PM
I can export out of TS as an AVI animation file, but is there a program to convert AVI's to animated Gif's? Tanks BNG.
#9
Searched a bit and didn't find much about this, 5.1 has it why not 5.0?
#10
...I figured a few a things out about using DirectX models straight out of the box (so to speak) for use in BZII. Initially my models were appearing and flying backwords when I placed them in the map editor. I finally  figured out why...by default TS uses the left hand coordinate system. Apparently, I was contructing my models with a right handed coordinate orientation in mind, so when I rotated the model 180 degrees and reset the rotation to 0 0 0 the model was now properly oriented for exportation using the left handed coordinate system. Now when I placed my X based models in the map editor everything was perfectly oriented.

Secondly, my hp's never worked initally because TS adds a -number to the names end cauising BZII not to read the thing correctly. I fixed this problem by renaming the ODF entry to like hp_gun_1-whatever number TS added to the objects name and wala the gun 1 icon appeared on my ship and works perfectly now! Apparently, BZII only cares that the names match between the model and ODF. I other words hp_gun_1-1 when changed in the models ODF file is the same thing as the standard hp_gun_1. Here's a zip file with the X model and ODF file http://cid-380832c976843acb.skydrive.live.com/self.aspx/BNG%5E4s%20BZII%20Models%20and%20Props%20for%20other%20BZII%20Modders/ivhawkts.zip Could someone check the model and give me a clue on what I might try?

Now for the major glitch...the BMP texture I used on the model still won't appear. Why? I used a blue and brown camo texture, but only the brown portion appears on the model. Why no blue? I believe it's a 24 bit BMP. Does BZII have problems with this type of texture file. I know that BZII prefers PIC format, but TS doesn't support it. What other formats will BZII accept? TS supports TGA, PNG, TIF, JPG, AVI, TXR, and LWI. PS: Really would apreciate some feedback as this might also lead to X animations being possible as well; still need to work on that one a bit, but theoredically it is possible if BZII can read a non-animated X model file. Tanks, BNG.
#11
I've begun to make to some symetrical looking plants, but wondered if anyone had any thoughts on how to make non-symetrical plants like trees and such. As most of you know by now I mostly use Ttruespace, so please keep any sugestions somewhat general so that I can adapt them for use with my 3d modeller. I also have GMAX with a tree generator plugin, so if I need to I can partially use that to build the base plants trunk objects and import those into TS for further editing and texturing tasks. How were the plants done in Forgotten Enemies as I recall some very nice plant based props?

I made quite a few plant props with Gamespace. Most were drawn using the freehand nurbs object tool in GS then converted to solid polyhedron objects and then manipulated into arch shaped leafy looking objects copied several times to form the base plant and then grouped together in the infamous H. tree.

Plant props don't need to own terrain right?

Also, if I group several together as copies and resized them to give them all a variety of sizes will that work okay with the map editor?    
#12
Maps and Modding / I started making some props for BZII
November 12, 2009, 08:36:32 AM
I made this house with Gamespace on my laptop at work under Win ME; Truespace 7 won't install under ME, so I still use GSL for super low ploy models like this house. A couple of the textures are shader based, but I painted the house walls from a UV map I exported to MS Paint. I really am astounded at how relatively simple such props are to make.
#13
I use Truespace to model with, but TS doesn't automatically triangulate objects in the workspace. A UV map can be applied in this state, but there are options to triagulate the model as well.

Are triangulated models any easier to map then un-triangulated models?

I (many of us) really need some useful feedback on the UV mapping process in general terms rather then 3d modeler specific methods. What I sort of understand already is that the UV map needs to be processed in a way that seperates the models polygons to make painting the pieces easier.  I play around with the UV mapping tools in TS a lot and it seems easy enuff to apply a map to simple objects like cubes and spheres, but mapping a complex model is far more difficult from my experiences at attempting to map such a model. Could some peeps that already understand the process post a few how to UV 101 type postings for us modeling igits? Tanks, BNG.

When UV map vertices are broken and positioned do they stay broken and seperated?

If a model is remapped again do the vertices need to be broken again and seperated all over again?
#14
I figured out how set up transparent image areas by setting certain areas to be transparent while other areas are completely opaque using the default white alpha transparency to make some decal textures for my models. It's the same method used to delete the background for unit icons only applied to model as a skin of sorts. Is there a limit/problem associated with causing a framerate overload using a lot of these types of texutures. What about using a lot of bump maps would that be a bad thing performance wise? Tanks BNG.
#15
Does frm- attached to an existing part have a special meaning for the game engine? Just wonder as I tried adding this prefix to the main headings in my models names. It seems to have some effect when applied by making the tread/track section appear differently. Without frm- the tracks push the main body up to sit mid point on the body. With them the tracks stayed wrapped around the main body section as I created them, so I was just wondering as Threed already adds the frm- thingy when I convert an X model to XSI. Tanks, BNG.
#16
I was reading a tutorial on UV mapping a model with TS and discovered something pretty neat and simple on how to prep a model for custom skining in a relatively easy way. I cubic mapped this model and found that the bounding box that TS uses for mapping can be resized and repositioned to seperate parts of the model geometry to extract a useable map for paintng in a paint program. Initially, when a cubic map is applied to a model in TS it conforms to the outline of the models edges, but the bounding box size can be resized as well. It can also be moved vertically and horizontally to apply spacing to the model parts in the UV editor layout screen as shown in the included screen shot. Parts can also be rearranged in the UV workspace to optimize the screen space to positon parts for a closer layout prior to exporting the UV map for painting. I set the UV bounding box to 25x25x25 meters and then slid the rear edge of the box to just barely touch the rear of my model, and if you look at the model UV it has some nice spacing between parts. I also selected groups of faces in the UV editor to further optimize the piece more tightly too. There are still some hidden UV lines, but they can also be selected and the vertices broken along the edges and moved around to further optimize the parts for easier painting. I've yet to find a simpler method to unwrap a model with such speed and simplicity.
PS: I hope this pans out as I really need a simpler way to custom skin my stuff. BNG.
#17
I have quite a few aircraft models that I'd like to make controllable by a commander. It doesn't need to be fancy just usable enough to integrate into an air base building facility like the factory building. The curent ODF's I have is the one for the cvtalon and ivsgull. The Talon can be controlled, but it's a modified hover class unit, and I don't have any conventional aircraft ODF's to use as a sample to make an AI based aircraft. Thanks, BNG.
#18
I've used it in the past to export smaller sections, but never the entire terrain of a map, and I was wondering about the limitation of how big a chunk could actually be exported from the editor.

In the past I've used 3dex to convert the XSI to X which I used to import into Gamespace for editing, but it had a 650 face limitation for resaving the edited X file. Truespace 7.6 doesn't have any face limit, so I'm attempting the same thing with TS to see what possibilites exist for larger terrain chunks.

I'd like to also like to try some simple terrain animations similar to the collapsing terrain objects I've seen used in the game. TS, has a simple animation keyframer where keyframes can be recorded as objects are manipulated to form animation sequences. Then save them as 3ds files for importation into Blender and then export them using OM's XSI exporter script. BNG.
#19
I'm vaguely familar with programs like Terragen and I know most 3d modelers support similar tools, but can a 3d geometric object be converted for use with BZII to make custom maps? Tanks, BNG.
#20
You'd lose 1.3 stuff but atleast you'd be able to get what you want done. Nobody advocates cheating but some us like me like to edit maps for use on like a home LAN setup; which is mostly what I've done so far when it comes to MP. Instant actions maps are a lot of fun too. I like to use the editor to test out new models and weapons on an unsuspecting AI enemy; the map editor is the perfect tool to do this with.

1.3 should be left alone to twart the true MP cheaters but as far as I know some peeps still actually play 1.0 and 1.2 online as I played some peeps a while back under 1.2. So go ahead and knock your self out with 1.2 bro. BNG.