Topic: Gmax, non-modeler, and Arrgh  (Read 3892 times)

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Offline Spartan159

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Gmax, non-modeler, and Arrgh
« on: November 03, 2009, 05:51:25 pm »
Ok, here's the deal.  While I have some ideas I would love to see done, by me eventually long years hence or more likely by someone with skill/a clue, at the moment all I want to do is resize existing models. I found a thread where someone mentioned how to do this, which I promptly lost and can not find again to save my life.  I somehow managed to resize the model I was using, but found it was no longer centered, then while trying to search for information on that issue managed to forget how to resize in the first place.

I am using Gmax 1.2 with the SFC .mod plugin in XP

If possible I would love to be able to see another model at the same time for comparison.

I'll be honest, when I first loaded a model (would you like to replace the entire scene? I dunno, do I? chose yes) (is this a break up model? No) and I saw the result my brain went into sensory overload mod... omg lines and boxes and what the hell is that? I have not the first clue here. most definite Help! wanted here

Offline Kreeargh

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Re: Gmax, non-modeler, and Arrgh
« Reply #1 on: November 03, 2009, 06:21:12 pm »
Ok, here's the deal.  While I have some ideas I would love to see done, by me eventually long years hence or more likely by someone with skill/a clue, at the moment all I want to do is resize existing models. I found a thread where someone mentioned how to do this, which I promptly lost and can not find again to save my life.  I somehow managed to resize the model I was using, but found it was no longer centered, then while trying to search for information on that issue managed to forget how to resize in the first place.

I am using Gmax 1.2 with the SFC .mod plugin in XP

If possible I would love to be able to see another model at the same time for comparison.

I'll be honest, when I first loaded a model (would you like to replace the entire scene? I dunno, do I? chose yes) (is this a break up model? No) and I saw the result my brain went into sensory overload mod... omg lines and boxes and what the hell is that? I have not the first clue here. most definite Help! wanted here

At import when you find the model you want it will ask you to replace the entire scene click yes  that will clear out any textures in the uvwmaping stuff and delete any non needed mesh stuff you might have made.
Click no it is NOT a brk model .   What i would do is import a STOCK sfc model  then import the model you want to scale when you do this click no dont replace scene that will allow you to have 2 models scale yours and delete the stock models then export no its not a brk model those are when the ship explodes they generaly a cut up of the orignal mesh. Here is a quick pick to let you know where the scale tool is. If noone helps you in the next few hrs  here ill be back to help more if you like. Im runing late as it is  :crazy2:
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Offline Spartan159

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Re: Gmax, non-modeler, and Arrgh
« Reply #2 on: November 03, 2009, 07:46:16 pm »
Thank you! That will let me do what I need in the short term. I tried importing another model for size comparison and it was covered by the second import.  Then I realized that it was not a good test anyway as the model.siz might be distorting model size and sure enough, it was.  I have to wonder why the original models were not scaled in the first place.

I find it interesting you use a Y-wing as your example, as it was a Y-wing inspired fighter, the Liberty Class TOS fighter by Models Please (with textures by you!) that gave me a variety of ideas. Having long been a fan of the Y-wing (XvT!) as soon as I saw that model I knew I had to have if for something.  I have since had ideas on making a versions for the F.Hawk I, II and III. I can see them in my head, getting them on the computer is another matter.

on a side note I have been doing tests with the model.siz file.  It will correctly size the standard federation fighter (entry: ASSETS\MODELS\FFT\FFT.MOD   0.98) but totally ignores the added entry for the Javelin Class Starfighter by Narsil (entry: ASSETS\MODELS\FFT\jcs_lit.mod   0.98)

Note that I have added the Javelin to the same folder to eliminate variables regarding file location. I set the Jay fighters to the jcs model using shipedit so I could launch both at the same time.  In game the standard fighter is normal, the jcs is huge.  Changing the name of the  fft.mod to fft.mod.bak and making a copy of the jcs.mod and renaming it fft.mod makes the Hawk a normal sized jcs, while the Jay is still huge! (same model, different names)

Changing the entry for the fft to 10.98 makes it almost as large as an FBB in game, so I know the fft entry is being read, why is the Javelin entry not?

I have no clue what is going on there.

At any rate, many thanks for your prompt help. It is greatly appreciated!

Offline Kreeargh

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Re: Gmax, non-modeler, and Arrgh
« Reply #3 on: November 03, 2009, 08:36:29 pm »
Thank you! That will let me do what I need in the short term. I tried importing another model for size comparison and it was covered by the second import.  Then I realized that it was not a good test anyway as the model.siz might be distorting model size and sure enough, it was.  I have to wonder why the original models were not scaled in the first place.

I find it interesting you use a Y-wing as your example, as it was a Y-wing inspired fighter, the Liberty Class TOS fighter by Models Please (with textures by you!) that gave me a variety of ideas. Having long been a fan of the Y-wing (XvT!) as soon as I saw that model I knew I had to have if for something.  I have since had ideas on making a versions for the F.Hawk I, II and III. I can see them in my head, getting them on the computer is another matter.

on a side note I have been doing tests with the model.siz file.  It will correctly size the standard federation fighter (entry: ASSETS\MODELS\FFT\FFT.MOD   0.98) but totally ignores the added entry for the Javelin Class Starfighter by Narsil (entry: ASSETS\MODELS\FFT\jcs_lit.mod   0.98)

Note that I have added the Javelin to the same folder to eliminate variables regarding file location. I set the Jay fighters to the jcs model using shipedit so I could launch both at the same time.  In game the standard fighter is normal, the jcs is huge.  Changing the name of the  fft.mod to fft.mod.bak and making a copy of the jcs.mod and renaming it fft.mod makes the Hawk a normal sized jcs, while the Jay is still huge! (same model, different names)

Changing the entry for the fft to 10.98 makes it almost as large as an FBB in game, so I know the fft entry is being read, why is the Javelin entry not?

I have no clue what is going on there.

At any rate, many thanks for your prompt help. It is greatly appreciated!

Sfc has a wierd scale system, i have never been able to figure it out and i have been modeling for sfc for 7 years. Others here know what to do , I just use a stock model for referance if that aint close enough oh well i say.   ??the Liberty Class TOS fighter by Models Please (with textures by you!) ?? Textures by me thats hard to belive he would use my texture work he must have used them by accident  :laugh: 
entry: ASSETS\MODELS\FFT\jcs_lit.mod   0.98  --- try useing JCS_.mod  {caps}as the entry and see if that works. Im not sure whats going on why same model 2 names isnt scaleing it correct unless there are 2 shiplists to edit. The last time i {moded} sfc was over 4 years ago i ran my own dyna server for a while. I dont remember if there are 2 shiplists for single player or not.
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Offline Spartan159

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Re: Gmax, non-modeler, and Arrgh
« Reply #4 on: November 03, 2009, 08:48:38 pm »
I will try caps, although if that works it will really have me scratching  my head.  And yes, there are 2 ship lists and 2 fighter lists, and I make sure they match.

As to the model, I went back and looked, and there are 2 credit texts. original snip:

SFC-Mods-R-us.net
Kreeargh Productions.
 
Ship Name: Ywing fighter
.......................................................................
Note: These ships are mainly for sfc3 a planed fighter mod to be used as a stand alone ship. Dont use these as fighters for sfc2 the high poly count may crash some systems in game. I have not tested as a fighter in sfc2 or OP so i will not recomend use as a fighter in those games.
3827 poly count ywing.
Race: Human Rebel StarWars
Model credits: Kreeargh
Texture credits: Kreeargh 
Kitbash credits:N/A
Date: 3/28/2003
Contact info:  kreeargh@hotmail.com

And the second snip:

Liberty-class
TOS Federation fighter

Author : Models Please
Original mesh and textures : Kreeargh and lordschtupp
Addition textures and kitbash by : ModelsPlease
Model concept : ModelsPlease

I have no idea how to upload a pic or I would

Offline Kreeargh

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Re: Gmax, non-modeler, and Arrgh
« Reply #5 on: November 03, 2009, 11:12:49 pm »
I will try caps, although if that works it will really have me scratching  my head.  And yes, there are 2 ship lists and 2 fighter lists, and I make sure they match.

As to the model, I went back and looked, and there are 2 credit texts. original snip:

SFC-Mods-R-us.net
Kreeargh Productions.
 
Ship Name: Ywing fighter
.......................................................................
Note: These ships are mainly for sfc3 a planed fighter mod to be used as a stand alone ship. Dont use these as fighters for sfc2 the high poly count may crash some systems in game. I have not tested as a fighter in sfc2 or OP so i will not recomend use as a fighter in those games.
3827 poly count ywing.
Race: Human Rebel StarWars
Model credits: Kreeargh
Texture credits: Kreeargh 
Kitbash credits:N/A
Date: 3/28/2003
Contact info:  kreeargh@hotmail.com

And the second snip:

Liberty-class
TOS Federation fighter

Author : Models Please
Original mesh and textures : Kreeargh and lordschtupp
Addition textures and kitbash by : ModelsPlease
Model concept : ModelsPlease

I have no idea how to upload a pic or I would
Oh wow i didnt even know that existed   :-[
To attach a pic  look for + additional options or if pics on web you could link it via the globe with letter icon.
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Offline Spartan159

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Re: Gmax, non-modeler, and Arrgh
« Reply #6 on: November 04, 2009, 07:23:14 pm »
Ok, attempting to add pics, preview not showing so hoping this works

Offline Kreeargh

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Re: Gmax, non-modeler, and Arrgh
« Reply #7 on: November 04, 2009, 08:43:09 pm »
Wow that Y wing is an old model i made that when sfc3 was NEW   :laugh:
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Offline FoaS_XC

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Re: Gmax, non-modeler, and Arrgh
« Reply #8 on: November 04, 2009, 08:47:08 pm »
Methinks throwing TOS nacelles onto a Y wing doesn't work as a ship.

However, to see what I've done with the general layout, search for the Fed PF in my thread.
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Offline Kreeargh

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Re: Gmax, non-modeler, and Arrgh
« Reply #9 on: November 04, 2009, 08:58:09 pm »
Methinks throwing TOS nacelles onto a Y wing doesn't work as a ship.

However, to see what I've done with the general layout, search for the Fed PF in my thread.
I agree  :-X
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Offline Spartan159

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Re: Gmax, non-modeler, and Arrgh
« Reply #10 on: November 05, 2009, 05:53:35 pm »
Eh, I happen to like it, but then I did mention I was a Y-wing fan.  There are some changes I would make if I was able mind you.  Not likely to happen anytime soon, but stranger thing have happened.

Offline TAnimaL

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Re: Gmax, non-modeler, and Arrgh
« Reply #11 on: November 05, 2009, 10:21:26 pm »
I dig it too, maybe just a simple cut and paste, but then, so were the Franz Joseph DDs