Topic: Converting Klingon Academy Ships to SFCIII  (Read 4839 times)

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Offline markyd

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Converting Klingon Academy Ships to SFCIII
« on: July 10, 2004, 07:31:15 am »
How hard is this to do... why is their no .mod file?? where can I find some inf??

Thanks guys.. ;D

Offline Darkdrone

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Re: Converting Klingon Academy Ships to SFCIII
« Reply #1 on: July 10, 2004, 08:46:59 am »
it takes alot of work to bring ka ships to sfc no easy job

DD

Offline Wicked Zombie

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Re: Converting Klingon Academy Ships to SFCIII
« Reply #2 on: July 10, 2004, 03:30:38 pm »
Yes, they use Lightwave to model, texture, and set up their ships. The only game that uses .mod format is the SFC series. Not only do KA ships have a lot of textures (er, as if I have room to talk in that regard...), most models also have the damage built into them (basically the brk model and the regular model are one file). This makes it a bit tricky converting them to .mod format as some parts tend to duplicate/deform/etc.

It isn't the lightwave format that's the problem (I myself use it to make my ships), it's just that things are set up differently for KA.
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Offline Rat Boy

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Re: Converting Klingon Academy Ships to SFCIII
« Reply #3 on: July 10, 2004, 03:39:26 pm »
If you're actually going to do such conversions, could it be possible to do all the Tholians.  I...er...we sort of need the FF, DD, and BCH models for...something.


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Offline markyd

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Re: Converting Klingon Academy Ships to SFCIII
« Reply #4 on: July 10, 2004, 04:10:34 pm »
Thanks guys.... so basically its a no no then... never used lightwave before... Hmmmm the plot thickens.

Offline Klingon Fanatic

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Re: Converting Klingon Academy Ships to SFCIII
« Reply #5 on: July 10, 2004, 07:49:38 pm »
If you're actually going to do such conversions, could it be possible to do all the Tholians.  I...er...we sort of need the FF, DD, and BCH models for...something.


Darkdrone converted them about three years ago now....

Sapphire DN

http://dynamic5.gamespy.com/~sfc/files/pafiledb.php?action=file&id=615

Amythest BCH

http://dynamic5.gamespy.com/~sfc/files/pafiledb.php?action=file&id=616

Ruby CA

http://dynamic5.gamespy.com/~sfc/files/pafiledb.php?action=file&id=617

Garnet CL

http://dynamic5.gamespy.com/~sfc/files/pafiledb.php?action=file&id=618

Quartz DD

http://dynamic5.gamespy.com/~sfc/files/pafiledb.php?action=file&id=619

Feldspar FF

http://dynamic5.gamespy.com/~sfc/files/pafiledb.php?action=file&id=620

These are HIGHER poly  and better quality ships than Taldren's GAW versions IMHO...

KF

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Offline Rat Boy

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Re: Converting Klingon Academy Ships to SFCIII
« Reply #6 on: July 10, 2004, 09:54:07 pm »
If you're actually going to do such conversions, could it be possible to do all the Tholians.  I...er...we sort of need the FF, DD, and BCH models for...something.


Darkdrone converted them about three years ago now....

Sapphire DN

http://dynamic5.gamespy.com/~sfc/files/pafiledb.php?action=file&id=615

Amythest BCH

http://dynamic5.gamespy.com/~sfc/files/pafiledb.php?action=file&id=616

Ruby CA

http://dynamic5.gamespy.com/~sfc/files/pafiledb.php?action=file&id=617

Garnet CL

http://dynamic5.gamespy.com/~sfc/files/pafiledb.php?action=file&id=618

Quartz DD

http://dynamic5.gamespy.com/~sfc/files/pafiledb.php?action=file&id=619

Feldspar FF

http://dynamic5.gamespy.com/~sfc/files/pafiledb.php?action=file&id=620

These are HIGHER poly  and better quality ships than Taldren's GAW versions IMHO...

KF




Just needed the ones we lacked, but thanks a ton.


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Offline Terradyhne

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Re: Converting Klingon Academy Ships to SFCIII
« Reply #7 on: July 11, 2004, 04:02:59 am »
its easy to konvert KA models if you have the right programm but the textures need much work because the lightmaps have different names and the glow ist set and explained to the gane with some strange number codes, so you have to search the correct lightmaps and have to convert them to bmp-format because they are pcx-files



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Offline MrCue

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Re: Converting Klingon Academy Ships to SFCIII
« Reply #8 on: July 11, 2004, 04:27:32 am »
For batch image conversion, may i suggest.
http://irfanview.com/

Ive been using this little app for years, its quick, simple and FREE!

Offline markyd

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Re: Converting Klingon Academy Ships to SFCIII
« Reply #9 on: July 11, 2004, 08:20:46 am »
Response has been fantastic guys thank you very mutch... If I manage to convert them I will of course make them available to all that want them.. Mr Cue thanks.... following that link now!! ;D

Offline markyd

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Re: Converting Klingon Academy Ships to SFCIII
« Reply #10 on: July 11, 2004, 08:35:57 am »
Lightwave??

If I open a KA model with lightwave.. save it as a .......file open with 3ds max....... sav i as .mod...... rename all textures, light maps correctly... create HP, .brk..... etc is this on the right lines peeps?

Offline Starforce2

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Re: Converting Klingon Academy Ships to SFCIII
« Reply #11 on: July 11, 2004, 03:08:27 pm »
what about modder made ships? Where are the big modder ship repositories for KA? e should see what they have and what we  can get from them. Honestly, the KA box models are worse than SFC's.  If we get modder amde ships perhaps the makers would be willing to send earlier raw-lwo files before all the extra bullsh*t is added?

Also, why are so  many textures required and why can't some  of  them be combined (you gotta remap it anyways, right?)

Offline markyd

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Re: Converting Klingon Academy Ships to SFCIII
« Reply #12 on: July 11, 2004, 03:50:42 pm »
Hmmmm.... this just seems very messy to me... although I am going to give it a shot... I plan on cutting and pasting all the textures into single 1024 x 1024 bmp's, then reapplying them with UVW Unwrap.. But first I am waiting until I can get a copy of Lightwave... its not too expensive which is good... how different is this software to 3ds max... will I be able to simply open a KA Model and save it to a certain filetype that 3ds will recognise...?

Thanks guys all the inf I am getting here is proving to be priceless.. ;D

Offline Starforce2

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Re: Converting Klingon Academy Ships to SFCIII
« Reply #13 on: July 11, 2004, 05:01:19 pm »
depends what max you have.  there's an lwo   importer for max 4 that opens mackies kitbashes. Another for max 3 that will run kthylas but not mackies.

Offline markyd

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Re: Converting Klingon Academy Ships to SFCIII
« Reply #14 on: July 12, 2004, 01:36:12 am »
where can I download them ;D ;D ;D

Thanks!!!!

Is their not a plugin for the stock KA ships?

Offline Terradyhne

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Re: Converting Klingon Academy Ships to SFCIII
« Reply #15 on: July 12, 2004, 01:58:19 am »
i don't use max for conversion of KA and SFA ship models but i think there is no direct plugin for KA-lwo's and here is a link to a site where you could find the lwo plugins for any max version
http://www.maxplugins.de/



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Offline markyd

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Re: Converting Klingon Academy Ships to SFCIII
« Reply #16 on: July 12, 2004, 02:18:03 am »
Thanks man ;D

following link now!!!

Offline Starforce2

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Re: Converting Klingon Academy Ships to SFCIII
« Reply #17 on: July 12, 2004, 02:35:50 am »
for models that are that much of a pain to convert I wouldn't waste effort on stock KA  models..

Offline markyd

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Re: Converting Klingon Academy Ships to SFCIII
« Reply #18 on: July 12, 2004, 02:49:44 am »
Hmmmm this is getting frustrating.... they are a pain...

anyway I downloaded and placed the Lightwave Plugin for 3ds Max5 into my Plugin folder... (I do use 3ds Max5) I can import the nacelles, sensors, everything bar the main hull including the saucer.. thier is one file left in the directory.. and I know its this one.. but as soon as I import it, 3ds max switches off... every time.. with two different models >:(

Any ideas???

and whilst importing the nacelles and stuff I noticed the mesh is very basic.... :(

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Re: Converting Klingon Academy Ships to SFCIII
« Reply #19 on: July 12, 2004, 09:43:09 pm »
Markyd, thanks for your work ... You are learning fast, man.

These guys are the masters, and they will help ya.

You get the markyd conversions shipyard when done  ;D

And welcome to the team!

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Re: Converting Klingon Academy Ships to SFCIII
« Reply #20 on: July 12, 2004, 09:44:30 pm »
Ohhhhh. Pssst. Stay away from Wicked Zombie. He is slightly ... ummmm. Disturbed. ;D

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Offline markyd

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Re: Converting Klingon Academy Ships to SFCIII
« Reply #21 on: July 13, 2004, 01:43:12 am »
lol thanks WT ;D

Right guys here is where I am at.... I load the model into LIGHTWAVE but I want to convert it to sfcIII right.. So when I click export... and try to export it as .3ds or anything else for that matter it tells me it is unable to export anything over 3 vertices.. hmm any ideas guys..

Oh and I can now import the model directly into 3ds as a LWO flle using the plugin... it all apears.. I can convert it ino a mesh... save it as 3ds... but if I try to render the ship it crashes... I know I dont need to render but If I am geting this problem early on then I forsee problem in the future..

Guys your help is appreciated.. and I have only been able to get this far with your help.. thank you very mutch ;D


Offline Terradyhne

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Re: Converting Klingon Academy Ships to SFCIII
« Reply #22 on: July 13, 2004, 04:30:58 am »
the render crashing problem could be the PCX texture-files don't know if max supports them and those original KA meshes are as low poly as the SFC models only that the KA models have the break mesh in the main model and that make them higher poly



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Offline markyd

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Re: Converting Klingon Academy Ships to SFCIII
« Reply #23 on: July 13, 2004, 08:32:41 am »
Thanks Terradyne... as I feared.... That is just the start... no matter what I do to it it will eventually crash in max... I just need to export it out of Lightwave as a 3ds file i am thinking... but I get that vertices problem... "unable to export anything over three vertices.."

Lightwave users... any help here... I have never touched it before... prefer 3ds max.. but need a bit of help here ???

Offline markyd

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Re: Converting Klingon Academy Ships to SFCIII
« Reply #24 on: July 13, 2004, 10:11:44 am »
Thanks for your help guys.. I have now done it... Pain in the arse.. easy when you know how though eh.... thanks again.. as I said b4.. once the ships have been converted they will be available to anybody who wants them on the STGD shipyards......

Peace OUT!!!!!!!! ;D

p.s.         dont go their anytime soon... I can see this taking a while.. its very time consuming... ;)

Offline DookeyKing

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Re: Converting Klingon Academy Ships to SFCIII
« Reply #25 on: July 13, 2004, 10:32:37 am »
Max can't display .pcx files, but I've never had a crash because of them.  Easy enough to convert .pcx to .bmp anyway.  Keep on plugging away MarkyD.

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Offline markyd

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Re: Converting Klingon Academy Ships to SFCIII
« Reply #26 on: July 13, 2004, 12:39:16 pm »
thanks man..

I intend on placing the 20 bloody pcx files into one 1024x1024 bmp.. I want to work on the textures of each ship too and improve them but keep their classy look by not messing around too mutch...

I will concentrate first on converting them.. Then Improvments will start once the ships are all converted!!!!! ;D

Offline KtHyla

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Re: Converting Klingon Academy Ships to SFCIII
« Reply #27 on: September 17, 2004, 11:49:18 am »
Eep! Been a while since I've been here! BCSF, sorry I haven't gotten back to you re DarkDrone's screenies, been pretty busy between RD and my regualr life. I was thinking it might be easier if I just make stripped-down models available (ie: no damamge model), of which should help in converting. I've also had a request for a model simply for rendering, so this may be a worthwhile endeavour for other reasons too. Anyhow, a few answers:

Textures: KA runs on a very ancient engine, of which was rather old when it was used in SFA. It uses an older version of LW for it's models (5.6 to be exact) of which doesn't support UV texturing, of which sometimes requires us to get rather creative in projecting onto some surfaces. Also due to the age of the engine, KA only supports 24-bit testures up to 256x256, of which is why we wind up using multiple textures over large surfaces, to keep a higher level of detail in the absense of larger textures.

Damage Model: Although it's beautiful once a model's done, KA's ginsu system is complex and I haven't heard of a single KA modder that actually likes working on the damage model. It essentially uses an identical model to the standard one for the ship, just with transparancy textures to knock holes in the hull, plus some inner objects to represent busted up decks and such. Since this essentially would double the point value of each ship, the ginsu model is very often loaded along with the original model and the points are combined, making the final game model all the more complex. For LW users this isn't too big a chore to get rid of, make sure you're in "Polygon" mode and hit "w". 5.6 users will see a green flyout at the bottom of the menu to select individual surfaces, and LW7 will see a "Surf" entry 3rd from the bottom, click the arrow to the right to access the surface list. All surfaces with the word "BROKEN" after the first 2 numbers are part of the damage model and can be disposed of, so select all of these and delete them.

http://dynamic.gamespy.com/~klingonacademy/forum/showthread.php?t=30468

Lightmaps: I have a tutorial that explains KA textures, the second page contains the lightmap codes if anyone needs a reference guide:

http://www.angelfire.com/trek/phoenixx/texture/texture.htm

3-Verticies Error: This means that the polygons on the model need to be broken down so each has no more than 3 verticies. I very often leave co-planar polys that have more than 3 points as is to simplify construction. My plugin also doesn't seem to like single-point polys, of which KA uses as well, these could be erased since I presume that SFC requires a different setup for it's pointlights and weapons.

KA Mod Repository: John Addison is still setting up our Downloads Section, of which should contain virtually every KA mod ever made. It's become imparative as of late, since many modders have gone beyond the Rim and the only place to get some of their works is from other players who happen to have their mods on their harddrives.

Stock KA Ships: like BCSF said, don't bother going to the work of converting them, unless there's a design you really like and it hasn't been replaced by a modder yet. SFC1's models were far more accurate than KA's.

Hope this helps... ;)
« Last Edit: September 17, 2004, 12:09:33 pm by KtHyla »

Offline markyd

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Re: Converting Klingon Academy Ships to SFCIII
« Reply #28 on: September 17, 2004, 12:50:26 pm »
LOL this was a while ago.......

I ended up just replicating the meshes in the end it was mutch easyer and cleaner to texture... thanks anyway!

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Re: Converting Klingon Academy Ships to SFCIII
« Reply #29 on: September 17, 2004, 02:49:55 pm »
ive managed to import, clean up and export freespace 1&2 models properly so i believe i just might be able to work with KA ones as well... hence, i quess ill try with some custom one... :)
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