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

View Poll Results: What should I Prioritize on?
Basebuilding! 1 25.00%
Balancing! 0 0%
The Mod Manager! 0 0%
Asteroid ore-dropping! 0 0%
Intensive Bugfixing! 3 75.00%
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  #1  
Old 06-14-2017, 03:59 PM
oxygenes oxygenes is offline
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if you diged into rebel galaxy .pak file, you know this ship
https://ulozto.cz/!0jMxROf2gXwD/human-frigate-zip
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  #2  
Old 06-15-2017, 12:21 AM
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nocalora29 nocalora29 is offline
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A Quick look with a hex editor seems that the .mdl files used by rebel galaxy are Unity 3D "Mesh Serializer 2" 3d models.

It seems to be an Open Source format, and some insightful info can be gathered here: http://wiki.unity3d.com/index.php?title=MeshSerializer2
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  #3  
Old 06-15-2017, 06:32 AM
oxygenes oxygenes is offline
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Thanks, i did see this info in mdl, but i little underestimated it and had hiden hopes made things by easy way. I have not experience with unity yet, though i found similar files in SOSE, simply there was not urgent need work with such format. Yesterday i got idea check one of models, so my amateurs troubles started.

Last edited by oxygenes; 06-15-2017 at 06:55 AM.
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  #4  
Old 06-23-2017, 07:44 AM
oxygenes oxygenes is offline
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i did some experiments with models from rebel galaxy
https://ulozto.cz/!Z1HsNCS5QNHa/tennhausen-jpg
https://ulozto.cz/!a7DJvFKXFUPi/tennhausen2-jpg
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  #5  
Old 06-23-2017, 01:01 PM
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nocalora29 nocalora29 is offline
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Thats awesome, how did you do it?
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  #6  
Old 06-23-2017, 02:55 PM
oxygenes oxygenes is offline
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i myself rather dont know
It looks, that model has 2 or more bodies opticaly as one with different textures layers, you can see it in my zip, where you reckognized unity. I observed some kind dynamic change of appearing of others textures, when ship is damaged or wheathered, but diffuse (main) textures are somehow ripped for individual bodies. Fortunately, most of texture is on one body and small part on second, so there just must be defined which is right for our purposes (i did it visualy in game).
For example starting corvette has 3 bodies covered in one, tennhausen has 2 bodies, ...
i was still unable made progress with unity, so i used old program 3d ripper, but this works on 32 bits only.
extract from ripper (many objects captured) import into 3dmax8, here is important define body, which we need, rest can be deleted (practice). then i exported as obj (as imd was not working) and open imported in blender. we can see dual or triple body. can be used some trick for reckognize these parts in game environment. For example dual is set as paralel bodies, one part is changed(size), then export as obj. Imdeditor convert it into imd + set adequate texture. in game we can decide, which part is "right" and in editor (3dmax or blender) we can delete other, then resizing, setting orientation adequate for x,y,z axis, etc...
For start I did small test with ripper in SOSE, there is just few objects from start of game and we can give command for destroying itself.
I believe, that right learning for unity can speed up whole process.

For first aproach could be enough, i am still in first stage of it.
There is test for SOSE
https://ulozto.cz/!8wuaezldelLc/cargo-jpg

Last edited by oxygenes; 06-23-2017 at 04:22 PM.
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  #7  
Old 06-24-2017, 02:04 AM
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nocalora29 nocalora29 is offline
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I remember EVE Online models also had an similiar approach to apply the textures to the models.

I think im also going to try some things to get the .mdl to work.
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Last edited by nocalora29; 06-24-2017 at 05:32 AM.
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