Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: Clavin12 on April 23, 2009, 02:07:35 AM

Title: k so i've got the ships shape now what?
Post by: Clavin12 on April 23, 2009, 02:07:35 AM
how do i get it to act like a ship using truespace?
Title: Re: k so i've got the ships shape now what?
Post by: bigbadbogie on April 23, 2009, 02:18:58 AM
Act like a ship? What are you on about?
Title: Re: k so i've got the ships shape now what?
Post by: Clavin12 on April 23, 2009, 02:22:24 AM
how can i make it a ship in bz2
Title: Re: k so i've got the ships shape now what?
Post by: bigbadbogie on April 23, 2009, 02:23:36 AM
Are you saying that you have the model and want to put it into the game?

For that you will need to learn about using ODF files.
Title: Re: k so i've got the ships shape now what?
Post by: AHadley on April 23, 2009, 06:10:34 AM
Maybe take a look at the 'Getting model into game' sticky.
Title: Re: k so i've got the ships shape now what?
Post by: TheJamsh on April 23, 2009, 06:48:50 AM
screeny?

and you really should spend some time looking at what files do what you know...
Title: Re: k so i've got the ships shape now what?
Post by: bigbadbogie on April 23, 2009, 07:03:25 AM
http://www.bzuniverse.com/forum/index.php/topic,7669.0.html

Might help...
Title: Re: k so i've got the ships shape now what?
Post by: Clavin12 on April 23, 2009, 12:21:46 PM
thanx alot. you see i'm doin this fer the first time.
Title: Re: k so i've got the ships shape now what?
Post by: Clavin12 on April 23, 2009, 02:47:55 PM
i tried exporting it to threed as an .x file and it din't work
Title: Re: k so i've got the ships shape now what?
Post by: AHadley on April 23, 2009, 03:30:26 PM
1) ThreeD is BAD

2) ThreeD only does XSI files anyway.
Title: Re: k so i've got the ships shape now what?
Post by: Clavin12 on April 23, 2009, 05:51:24 PM
what should i use then?
Title: Re: k so i've got the ships shape now what?
Post by: AHadley on April 23, 2009, 07:32:45 PM
Anything that isn't ThreeD, somebody who can actually model is probably a beter source of information than me.
Title: Re: k so i've got the ships shape now what?
Post by: bigbadbogie on April 23, 2009, 09:54:40 PM
BNG is the only one who can help you with Truespace.
Title: Re: k so I've got the ships shape now what?
Post by: BNG Da BZ Fool on April 25, 2009, 03:04:41 AM
Slaor, also knows how to use Truespace I think. Anyways, the simplest way to use Threed with TS is to like place a simple cube in the TS workspace, paint a simple texture on it and save it as X. Open it in Threed, and it save as XSI. Modify an existing ODF with your model in the geometryName entry and save as yourmodelname.odf Then start MM5 check edit box>noscript and then select a map and hit Launch. Use ctrl e to launch the BZII map editor. In the configuration box type yourmodelsnmame and hit enter. If you get an AV message and BZII crashes at least you know BZII attempted to load the model, but something is wrong with it and/or the parts/objects that make it up.

Take a look at the Data Pak XSI models in 3DEX 1.5 get it at dutchboy.com. You can also load them directly into TS by using 3DEX to batch covert them from XSI to X, COB, or 3DS all of which TS can import directly into the workspace and edit. This works great as all the parts are loaded and can be modified into new models and such. ***Most of these guys here are idiots when it comes to understanding Truespace, and how it works, so me and Slaor are just about the only ones to ask questions about as far as TS in concerned.***

Anyways, once you batch convert the XSI files you'll be able to load them into TS to see all the parts/objects that make up a typical BZII model. In TS click on the scene editor icon to open the tree structure of the models to see a list of all the parts that make up the model.

You'll notice some parts are under other parts this is called the hierarchy; a fancy word for how the model is grouped together to form one combined model. It'll take a while to get the parts in the right order, but once you get the hang of it putting stuff where it belongs will become second nature.

In TS if you want something to go under something else just click and drag parts in the scene editor to where you want it to go under and drop the object at that point. If you accidentally drop the object in the wrong place then right click the object and select unglue from the menu.

BZII, is picky about how objects are placed together, and usually AV's (generates an error) in the map editor to let you know it didn't like the model for some reason. Study the XSI model and how they're put toghter so that your models conform to what BZII needs to see. Like I said in my PM message to you really should spend some time getting used the icons that TS uses. 90% of everything you can do in TS is as simple as right clicking an object to auto enter the edit mode to modify objects in the workspace. Also, most icons can be right clicked to adjust settings to tweak the model tool settings. 
Title: Re: k so i've got the ships shape now what?
Post by: Clavin12 on April 26, 2009, 01:04:07 AM
my orgininal question was actually about weapons and movement and such
Title: Re: k so i've got the ships shape now what?
Post by: General BlackDragon on April 26, 2009, 03:51:13 AM
ODF files

all done in notepad.

go look for pak explorer at www.bzscrap.com and then find the objects / weapons folders in it

EXPORT some examples to mutate into your ship and weapons. I suggest ivtank.odf and some weapons that behave similarly to the ones u want it to have. Then toy around to find out what things do :)
Title: Re: k so i've got the ships shape now what?
Post by: Clavin12 on April 26, 2009, 01:46:50 PM
K then Thanx
Title: Re: k so i've got the ships shape now what?
Post by: Clavin12 on April 26, 2009, 04:30:18 PM
i cant seem to open pic files
Title: Re: k so i've got the ships shape now what?
Post by: AHadley on April 26, 2009, 04:46:10 PM
IrfanView, XNView, GIMP, Photoshop.

They'll all open PIC files. You may need to convert them to TGA with XNView if you're using GIMP.
Title: Re: k so i've got the ships shape now what?
Post by: OvermindDL1 on April 26, 2009, 04:46:59 PM
It is the softimage .PIC format, depending on what graphics program you use there may be a plugin for that format if it does not already natively support it (which it does not if you cannot open it).  So find a plugin (there is a photoshop plugin I know for sure, and photoshop plugins can be used by many other programs too) and install it.
(http://www.overminddl1.com/image_scripts/image_sig.php?type=ODL1signitures&image/sig.gif)
Generated by OvermindDL1's Signature Auto-Add Script (http://overminddl1.com) via GreaseMonkey (http://greasemonkey.mozdev.org/)

Title: Re: k so i've got the ships shape now what?
Post by: bigbadbogie on April 26, 2009, 09:54:29 PM
Here is the photoshop plugin which lets you view and edit .pic files.

http://www.bzscrap.com/downloads/Utilities/soft_pic_plugin.zip (http://www.bzscrap.com/downloads/Utilities/soft_pic_plugin.zip)
Title: Re: k so i've got the ships shape now what?
Post by: BNG Da BZ Fool on April 26, 2009, 11:16:50 PM
TS, doesn't support the PIC format directly, but you can use Xnview; get it at bzscrap.com. Then you can get Pak Explorer also @ bzscrap to extract the PIC files to anoother folder where you can open them in Xnview and use the batch convert tool to convert them to other formats that TS supports if you want to use them on your models.
Title: Re: k so i've got the ships shape now what?
Post by: Clavin12 on April 26, 2009, 11:43:06 PM
i got it and it works. i intend to use one of the old cerberi textures for the tug probly from the builder
Title: Re: k so I've got the ships shape now what?
Post by: Clavin12 on April 27, 2009, 01:03:15 PM
Quote from: BNG Da BZ Fool on April 25, 2009, 03:04:41 AM
Slaor, also knows how to use Truespace I think. Anyways, the simplest way to use Threed with TS is to like place a simple cube in the TS workspace, paint a simple texture on it and save it as X. Open it in Threed, and it save as XSI. Modify an existing ODF with your model in the geometryName entry and save as yourmodelname.odf Then start MM5 check edit box>noscript and then select a map and hit Launch. Use ctrl e to launch the BZII map editor. In the configuration box type yourmodelsnmame and hit enter. If you get an AV message and BZII crashes at least you know BZII attempted to load the model, but something is wrong with it and/or the parts/objects that make it up.

Take a look at the Data Pak XSI models in 3DEX 1.5 get it at dutchboy.com. You can also load them directly into TS by using 3DEX to batch covert them from XSI to X, COB, or 3DS all of which TS can import directly into the workspace and edit. This works great as all the parts are loaded and can be modified into new models and such. ***Most of these guys here are idiots when it comes to understanding Truespace, and how it works, so me and Slaor are just about the only ones to ask questions about as far as TS in concerned.***

Anyways, once you batch convert the XSI files you'll be able to load them into TS to see all the parts/objects that make up a typical BZII model. In TS click on the scene editor icon to open the tree structure of the models to see a list of all the parts that make up the model.

You'll notice some parts are under other parts this is called the hierarchy; a fancy word for how the model is grouped together to form one combined model. It'll take a while to get the parts in the right order, but once you get the hang of it putting stuff where it belongs will become second nature.

In TS if you want something to go under something else just click and drag parts in the scene editor to where you want it to go under and drop the object at that point. If you accidentally drop the object in the wrong place then right click the object and select unglue from the menu.

BZII, is picky about how objects are placed together, and usually AV's (generates an error) in the map editor to let you know it didn't like the model for some reason. Study the XSI model and how they're put toghter so that your models conform to what BZII needs to see. Like I said in my PM message to you really should spend some time getting used the icons that TS uses. 90% of everything you can do in TS is as simple as right clicking an object to auto enter the edit mode to modify objects in the workspace. Also, most icons can be right clicked to adjust settings to tweak the model tool settings. 
i went to dutchboy.com and it was a paint brand website
Title: Re: k so I've got the ships shape now what?
Post by: Clavin12 on April 27, 2009, 01:06:42 PM
Quote from: BNG Da BZ Fool on April 25, 2009, 03:04:41 AM
Slaor, also knows how to use Truespace I think. Anyways, the simplest way to use Threed with TS is to like place a simple cube in the TS workspace, paint a simple texture on it and save it as X. Open it in Threed, and it save as XSI. Modify an existing ODF with your model in the geometryName entry and save as yourmodelname.odf Then start MM5 check edit box>noscript and then select a map and hit Launch. Use ctrl e to launch the BZII map editor. In the configuration box type yourmodelsnmame and hit enter. If you get an AV message and BZII crashes at least you know BZII attempted to load the model, but something is wrong with it and/or the parts/objects that make it up.

Take a look at the Data Pak XSI models in 3DEX 1.5 get it at dutchboy.com. You can also load them directly into TS by using 3DEX to batch covert them from XSI to X, COB, or 3DS all of which TS can import directly into the workspace and edit. This works great as all the parts are loaded and can be modified into new models and such. ***Most of these guys here are idiots when it comes to understanding Truespace, and how it works, so me and Slaor are just about the only ones to ask questions about as far as TS in concerned.***
is 3dex free? oh and i can't find it

Anyways, once you batch convert the XSI files you'll be able to load them into TS to see all the parts/objects that make up a typical BZII model. In TS click on the scene editor icon to open the tree structure of the models to see a list of all the parts that make up the model.

You'll notice some parts are under other parts this is called the hierarchy; a fancy word for how the model is grouped together to form one combined model. It'll take a while to get the parts in the right order, but once you get the hang of it putting stuff where it belongs will become second nature.

In TS if you want something to go under something else just click and drag parts in the scene editor to where you want it to go under and drop the object at that point. If you accidentally drop the object in the wrong place then right click the object and select unglue from the menu.

BZII, is picky about how objects are placed together, and usually AV's (generates an error) in the map editor to let you know it didn't like the model for some reason. Study the XSI model and how they're put toghter so that your models conform to what BZII needs to see. Like I said in my PM message to you really should spend some time getting used the icons that TS uses. 90% of everything you can do in TS is as simple as right clicking an object to auto enter the edit mode to modify objects in the workspace. Also, most icons can be right clicked to adjust settings to tweak the model tool settings. 
Title: Re: k so i've got the ships shape now what?
Post by: BNG Da BZ Fool on April 29, 2009, 09:25:56 PM
Woops, my bad http://www.dutch-boy.com/3De/ Also, I added a post under Getting model into game, that covers the basics of TS. It's not all that detailed, but should get you started. TS, is basically a click on and see what it does kind of 3d modeler. It has a ton of icons only a few of which you'll ever probably use. Search the posts here and some of the topics mentioned already have been somewhat answered previously. I started out with another 3d app called Gamespace that's now obsolete that taught me the basics of TS. If you've used one version then other versions are essentially the same operationally.