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Star Wolves 3D space RPG with deep strategy and tactical elements

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  #1  
Old 04-10-2010, 12:40 PM
Goblin Wizard Goblin Wizard is offline
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Default How to import OBJ to IMD Editor ?

I'm trying to import models to Star Wolves via IMD Editor. Original SW3 models exported to OBJ, edited in 3DMax and exported again to OBJ are easily opened by IMD editor. Unfortunately, I can't find out how other meshes should be prepared and exported from 3DMax to be opened by IMD Editor? Anyone knows?
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  #2  
Old 04-11-2010, 09:19 PM
Goblin Wizard Goblin Wizard is offline
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I've finally managed to do this but new new problem appeared. After importing model from 3DSMax it contains no spheres (for collision detection) so it's indestructible. Even OBJ file exported from IMD doesn't contain this information too.
Generally the question is: How to add these spheres?
If we can't do this importing new models is really pointless.
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  #3  
Old 04-11-2010, 09:34 PM
ethailia ethailia is offline
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Default IMDeditor V3

I thought the Objects/Boundary/Ellipse Tab was for that . The Boundary[Mastersphere] section is where you enter the parameters, is this not true with the modles you are using ???
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  #4  
Old 04-11-2010, 09:39 PM
ethailia ethailia is offline
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Default also

more detail on what youve done so far & how. thx
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  #5  
Old 04-11-2010, 10:30 PM
Goblin Wizard Goblin Wizard is offline
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Quote:
Originally Posted by ethailia View Post
I thought the Objects/Boundary/Ellipse Tab was for that . The Boundary[Mastersphere] section is where you enter the parameters, is this not true with the modles you are using ???
I can change Mastersphere but it only tells AI what is the minimal distance to attack and generally how big is the ship. I think that's all about "# of spheres" parameter which I can't edit.

I've imported some star wars models like TIE fighter, X-wing, death star etc. and some EVE Online like Armageddon, Apocalypse battleships. Importing models are really easy but texturing is my main problem. I've just started learning 3dsmax and can't get textures fit properly.
How? When you have model in 3dsmax just export it as obj and import to IMD Editor. You have to try different export options. Sometimes polygons work, sometimes triangles but you have to get "Tverts" during exporting or IMD editor refuses to import.

Last edited by Goblin Wizard; 04-12-2010 at 03:13 PM.
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  #6  
Old 06-14-2010, 02:05 PM
Trucidation
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Quote:
Originally Posted by Goblin Wizard View Post
I can change Mastersphere but it only tells AI what is the minimal distance to attack and generally how big is the ship. I think that's all about "# of spheres" parameter which I can't edit.
Is this the main obstacle to importing ships?

I've just discovered that a mod for a game I used to play had some major upgrades but I have no time to play that on top of Star Wolves -_- It's got a pretty huge ship pack in it, something like 200+ ships - a quick look at the files show that they're mostly .cmp files, with some .sur (surface?) and .mat files. Familiar with these formats?

I know nothing of SW3's ships except from what little I've seen in Carcasses.xml, and the only thing that seems to hint to a model is the mesh_name (that can't be it...?).
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  #7  
Old 06-14-2010, 04:05 PM
Goblin Wizard Goblin Wizard is offline
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Quote:
Originally Posted by Trucidation View Post
Is this the main obstacle to importing ships?

I've just discovered that a mod for a game I used to play had some major upgrades but I have no time to play that on top of Star Wolves -_- It's got a pretty huge ship pack in it, something like 200+ ships - a quick look at the files show that they're mostly .cmp files, with some .sur (surface?) and .mat files. Familiar with these formats?
AFAIK 3DSMax doesn't support these types of files directly. Your game surely has something like IMDEditor for SW or a plugin for one of the 3D design programs. SW works with 2 file types: IMD for models and DDS/TGA for textures.

Check the mod forum and try to find any tool for importing/exporting models and textures.
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  #8  
Old 06-14-2010, 04:46 PM
Trucidation
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Freelancer only takes those formats, players use Milkdrop to create ships for it, iirc they said no other editor can
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  #9  
Old 06-14-2010, 05:31 PM
Goblin Wizard Goblin Wizard is offline
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Wow. Freelancer! It was a great game. I've fought it died years ago.

I was confused for a while trying to find Milkdrop . Milkshape has a lot exporting options. Please, give me the link to the mods database and I'll try to check if we can use those ships.
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  #10  
Old 06-14-2010, 10:42 PM
Trucidation
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lol I got the editor name wrong, I knew it was Milk-something. Here's the link to their download. Yeah I was surprised it was still kicking, I played that mod back when it was still named Rebalance... that was like in 2006 or something >_>

Edit:
Their download is a zip, just remove the extra extension. All the ship stuff should be under \Data\Ships\.

Hmm, looks like Milkshape is free, last time I thought it was payware. I've got zero 3D skills though unfortunately - was thinking of concentrating on the scripts so I could add stuff like more quests. Break through system blockades, maybe some smuggling jobs to help your reputation, escort missions (I love those, they force you to look after the target), or even join in large system-wide engagements.

Last edited by Trucidation; 06-15-2010 at 06:39 AM.
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