Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: shane ward on December 29, 2008, 09:56:02 PM

Title: Refinery needs to be converted from MAX to Xsi....
Post by: shane ward on December 29, 2008, 09:56:02 PM
title says it all basically, Raven  was kind to make me this monster thing which is in a format I cannot do anything with, so I am asking for anyone that has a copy of 3DS Max, can they export it into xsi format. Nothing special and the model appears to be untextured. I just need it in xsi format to work more with it.

I do not have MAX and my converter programs will not allow me to open it without a copy of Max on my computer... Anyway, Just post a link to the file once done.

My file is below....

Download: - http://www.bzscrap.com/~shanesmods/files/Refinery.zip

Shane
Title: Re: Refinery needs to be converted from MAX to Xsi....
Post by: mrtwosheds on December 30, 2008, 01:12:05 AM
If I open it with lithunwrap, there is nothing there... odd it normally does .3ds fine.

Converted it (.x) with 3dex and to .xsi with x2xsi, added dummyroot in notepad.
It has no textures and its orientation is wrong, so unless you intend to build it on a wall... it is useless for bz2 at the moment.
Get raven to rotate it so that +z is down.
Edit.
Got it open in lithunwrap now, there is no UV Mapping. so its not useful as it is.
Making models is 1/3 making 3d shapes, 1/3 uvmapping and 1/3 making a texture to fit the uv map... and another 1/3 for getting it to work in bz2  :-)
Title: Re: Refinery needs to be converted from MAX to Xsi....
Post by: TheJamsh on December 30, 2008, 01:45:14 PM
add another bloody 1 million to get it working in BZ2... hehe
Title: Re: Refinery needs to be converted from MAX to Xsi....
Post by: shane ward on December 30, 2008, 04:13:21 PM
I am hoping that the model would have some kind of texture Coordinates so I can edit it in threed. I can work with the model a lot but I need some kind of texture Coordinates to edit and place textures. Also raven is not doing anymore on this model..

I need this for the next mission.
Shane
Title: Re: Refinery needs to be converted from MAX to Xsi....
Post by: mrtwosheds on December 30, 2008, 08:14:07 PM
It needs to be rotated, threed cannot do this properly (really it can't, the low poly model will be on its side no matter what you do!)
There are no texture coordinates.
I am not offering to do it, I have too much stuff of my own to do.
Lithunwrap can do it! and its free!
conversion from 3ds (or.obj) can be done with
3dexploration (v155) - to .x
x2xsi -to .xsi
notepad (really simple stuff) to make it useable in threed.
I have all of these if you need them.
Title: Re: Refinery needs to be converted from MAX to Xsi....
Post by: shane ward on December 30, 2008, 09:31:19 PM
Thanks for the info mrtwosheds,

If you can just convert the Max format to Xsi and send it to me, with no editing I can see what I can do, I can mostly deal with most of the issues but the main one will be the texture, coordinates, but I need the Xsi file.

Any 3dexploration program I run will not convert MAX files without the main program installed, something to do with the Max Plugin linking to 3dexploration. But I do not have MAX to do this,  3dexploration just tells me to install Max.

Anyway. if there is anyone else willing to just throw on a face of paint onto the model, the texture does not have to mach as long as there is something there i can edit, then you are welcome to do so. I just need the model today!!!

Shane
Title: Re: Refinery needs to be converted from MAX to Xsi....
Post by: mrtwosheds on December 30, 2008, 10:35:11 PM
I can rotate it no problem, the texture coordinates (UV mapping) however I would have to do in lithunwrap at the same time as making a texture for it, it would probably take me a day or 2, if I wanted to do it!, it is the hardest part of making a model.
As far as I know without the original softimage.xsi program there is no way to UVmap it as an xsi.

Try lithunwrap yourself... its not one of these modern incomprehensible modeling programs, you should be able to pick it quickly, its an invaluable bz2 modding tool in my opinion.

The refinery also appears to be about the size of a bz2 power generator, which i'm sure is not how you want it.
edit.
It is not in fact, exactly the right size, like 32x32 or 64x64, which means it will not fit the terrain.
Problem, lithunwrap is deficient in being able to display measurements, cos its not a proper modeling progam, so it would be very difficult for me to resize it to fit the terrain, not knowing how big it actually is.

:-( It seems that wonderful free filesavr account i got does not actually work any more, what a surprise!
Title: Re: Refinery needs to be converted from MAX to Xsi....
Post by: shane ward on December 30, 2008, 11:13:26 PM
It is the size of 4 isdf factories.

I normaly use TrueSpace to modifiy images and that, I need the file in a format that I can work with. I connot with Max. Pitty Raven is not around to assist....

Also I am not too bothered about the LOD file, that does not need changing, I can use a dummy blank model to solve the distance like in assimulation...

Anyway... Hoping for the file....

shane
Title: Re: Refinery needs to be converted from MAX to Xsi....
Post by: mrtwosheds on December 30, 2008, 11:16:54 PM
Too much work needs to be done to it, I have not got the time.
Title: Re: Refinery needs to be converted from MAX to Xsi....
Post by: shane ward on December 30, 2008, 11:24:26 PM
Quote from: mrtwosheds on December 30, 2008, 11:16:54 PM
Where would you like it?


If you mean the file download link, then you can post it here or just PM me ;)

Thanks
Shane
Title: Re: Refinery needs to be converted from MAX to Xsi....
Post by: mrtwosheds on December 30, 2008, 11:33:03 PM
try this...
http://www.4shared.com/file/78262896/36e316ef/Refinery_final.html
http://www.4shared.com/file/78263072/19a2c9a5/Refinery_LOD.html

tools
http://www.4shared.com/file/78263526/65733b12/LithUnwrap.html
http://www.4shared.com/file/78263679/8afd6c9f/3de_155kg.html
http://www.4shared.com/file/78264129/6f12b6e6/X2XSI.html
Title: Re: Refinery needs to be converted from MAX to Xsi....
Post by: shane ward on December 30, 2008, 11:38:34 PM
Thanks mrtwosheds, I'll get to work on it and see what I can do ;)

Shane
Title: Re: Refinery needs to be converted from MAX to Xsi....
Post by: mrtwosheds on December 30, 2008, 11:44:29 PM
x2xsi there too...
Title: Re: Refinery needs to be converted from MAX to Xsi....
Post by: shane ward on December 30, 2008, 11:55:09 PM
Yep, looked at the model and the only problem I will have is the Texture coordinates and skin. There is nothing there to edit... Well, I will see what I can do.. ;)

Shane
Title: Re: Refinery needs to be converted from MAX to Xsi....
Post by: mrtwosheds on December 31, 2008, 02:27:12 AM
If you want any tips using the tools above to make bz2 compatable .xsi I can help.
Title: Re: Refinery needs to be converted from MAX to Xsi....
Post by: BNG Da BZ Fool on December 31, 2008, 05:16:59 PM
I opened it in TS 7.6 okay. Do you want me to convert it as an X file with cubic mapping? Let me know so I can upload it to Filefront if you want SW. It appears to have no texture, but I can apply any UV mapping you find easier to work with in Threed. I noticed it appears correctly oriented in the TS workspace as well. BNG.
Title: Re: Refinery needs to be converted from MAX to Xsi....
Post by: shane ward on December 31, 2008, 07:46:34 PM
Quote from: BNG Da BZ Fool on December 31, 2008, 05:16:59 PM
I opened it in TS 7.6 okay. Do you want me to convert it as an X file with cubic mapping? Let me know so I can upload it to Filefront if you want SW. It appears to have no texture, but I can apply any UV mapping you find easier to work with in Threed. I noticed it appears correctly oriented in the TS workspace as well. BNG.

Brovo, I would love to have that BNG Da BZ, if the model can have basic texture mapping so that I can edit it in threed then that will be good. It does not have to be lined up or in order, I can work that out in threed, but at the moment there is no way of editing the texture as there are none in the model. if you can add texture and UV easily thats what I am looking for. If you can post the link here it will be exilent. and I can work with X file format easily...


QuoteIf you want any tips using the tools above to make bz2 compatable .xsi I can help.

Thanks mrtwosheds, I allraedy know most about making xsi files work, it's just the model it's self ho and animation that can cause problems for me ;)
Many, thanks
Shane
Title: Re: Refinery needs to be converted from MAX to Xsi....
Post by: mrtwosheds on January 01, 2009, 12:45:20 AM
Shane, I made all my Dalek units with those tools, linked above, no recycled bits from bz2, no expensive and too complex modeling programs. Using those tools in the right way you can make fully functioning bz2 units, buildings and props, the only thing they cant do is animation, I do that in notepad!
In its way Lithunwrap is actually a modeling program that is just very focused on UV mapping.
Using it, would be allot easier than editing UV's in threed, that is a nightmare!
Title: Re: Refinery needs to be converted from MAX to Xsi....
Post by: BNG Da BZ Fool on January 01, 2009, 04:24:10 PM
It always dumbfounds me when peeps purposely do things the hard way (and suggest to others to follow suit) when there are easier model making alternatives like TS 7.6; Gamespace for WIN ME. Only a total idiot couldn't figure it out. Example: Click on icon, place object in workspace, right click object, edit object, click another icon to UV map object, click another icon to edit UV map, click another icon to export UV map to paint program; how complicated is that?! I know because I used to be one of those idiots until I stopped listening to other peeps advice about using old outdated BZII modeling tools. TS 7.6; the best kept secret BZ land.

PS: I'll prep your model, apply cubic mapping, apply a simple texture, save it as X, zip it up, and upload it to Filefront like I did with the audio files a while back. BNG. 
Title: Re: Refinery needs to be converted from MAX to Xsi....
Post by: BNG Da BZ Fool on January 01, 2009, 05:19:00 PM
SW, the file can be DL'ed at http://hosted.filefront.com/lppena/ BNG.
Title: Re: Refinery needs to be converted from MAX to Xsi....
Post by: shane ward on January 01, 2009, 09:10:39 PM
Many thanks for this, it looks like it did the trick, now I have something to work with. I have some hours at work to work on this, I am on standby doing nothing, perfect for bz2 stuff and get paid for it too ;)

Anyway. I have the file now, it can be removed if you want BNG.

shane
Title: Re: Refinery needs to be converted from MAX to Xsi....
Post by: Avatar on January 02, 2009, 10:46:47 PM
BTW, 3D Exploration (3Deep) can rotate when exporting... there's a rotation matrix you can play with to get things exactly the way you want...   3D Exploration is an amazing program considering when it got started...

-Av-
Title: Re: Refinery needs to be converted from MAX to Xsi....
Post by: shane ward on January 02, 2009, 11:56:22 PM
Looks like the refinary is finally finished, I have added some screenshots so the people that helped can see it in the game ;)

(http://www.bzscrap.com/~shanesmods/files/bz2_0002.jpg)
(http://www.bzscrap.com/~shanesmods/files/bz2_0003.jpg)
(http://www.bzscrap.com/~shanesmods/files/bz2_0005.jpg)

Shane
Title: Re: Refinery needs to be converted from MAX to Xsi....
Post by: General BlackDragon on January 03, 2009, 05:31:55 PM
You'll need alot more then "threed"  :lol:
Title: Re: Refinery needs to be converted from MAX to Xsi....
Post by: Raven on September 14, 2009, 05:21:42 PM
Bloody hell, you got it to work?! Haha! Sweet!

Way to revive an old topic xD
Title: Re: Refinery needs to be converted from MAX to Xsi....
Post by: AHadley on September 14, 2009, 06:34:49 PM
Nice!

I do think some texture work may be in order, but it still looks good!

EDIT: What's the story behind this thing anyway? Looks like there's been a few of you working on it... what's its history?
Title: Re: Refinery needs to be converted from MAX to Xsi....
Post by: Raven on September 14, 2009, 07:17:05 PM
Shane asked me to bang something together based on a description. Thats the final version. The old one had a huge hole in the floor like a chasm, but that dome with the conveyor looks cooler.
I only made the model, hell, I didn't even UV it so he did a good job with even getting it to work at all!
Title: Re: Refinery needs to be converted from MAX to Xsi....
Post by: TheJamsh on September 15, 2009, 07:23:12 AM
texture work needed :P, but yeh its really cool!
Title: Re: Refinery needs to be converted from MAX to Xsi....
Post by: AHadley on September 15, 2009, 03:46:22 PM
Really it could do with using the stock ISDF textures, it's roughly the right shape.
Title: Re: Refinery needs to be converted from MAX to Xsi....
Post by: Raven on September 15, 2009, 04:41:36 PM
The ISDF textures was the idea with the main building as yes its a similar shape to most ISDF things, the 'containers' on the edge and the dome should pull if off too. I don't even have the original model anymore, so if Shane can't get it mapped properly its kinda screwed :P