Topic: #d modeling newbie  (Read 6288 times)

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Offline Rchilensky

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#d modeling newbie
« on: January 20, 2012, 06:50:24 pm »
HI folks. I just started to do some modeling and want to get  my models into Orion Pirates. I can't seem to fine a way to get my models into MOD format from OBJ format. Can anyone help?

Offline GotAFarmYet?

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Re: #d modeling newbie
« Reply #1 on: January 20, 2012, 09:35:08 pm »
You should ask this one in the modelling section, but the simple matter is you need the right exporter
There is one for Milkshape, GMax and 3D Max 3-5, and I think one other program other than those I don't know of a way
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Offline Kreeargh

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Re: #d modeling newbie
« Reply #2 on: January 20, 2012, 10:10:33 pm »
First off what program are you useing to create the obj files? Some programs create a diffrent obj file that may not work with other programs even its it claimes to work obj files.

Milkshape and 3D Max 3-5 can import an obj file. GMax as far as i know the obj plugin dont work.  But all 3 can create a  > .mod file for the games.
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Offline atheorhaven

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Re: #d modeling newbie
« Reply #3 on: January 20, 2012, 11:39:50 pm »
Simplest way I've found from almost any modelling program is to get it into a .3ds format.  I regularly use Anim80r to build base meshes, then inport them into my old 3dsmax r3.1 for manipulation and applying materials.  I always export my mesh from Anim8or as .3ds and never have an issue.  But I've regularly converted from .OBJ format, and to get them into Max I convert to .3ds first.

Another option would be to try importing your OBJ into something else first (Zmodeller, Wings3d, Bryce, there's a good number of them) and see if any import your mesh with materials applied right.  Then export to .3ds from there and see if anything breaks.  :)

Just a word from someone with experience in converting lots of meshes over time.. ;)
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Offline Rchilensky

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Re: #d modeling newbie
« Reply #4 on: January 20, 2012, 11:49:48 pm »
I think my first problem is that the models are created in Sketchup. I the export them to Googlearth which changes to Dae. (?) file, then I use an autodesk fbx xonverter to get OBJs. complicated, I know, but I just started playing with sketchup and became semi-obsessed. I've drawn starships by hand for years, but the three d bug bit me hard.

Offline atheorhaven

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Re: #d modeling newbie
« Reply #5 on: January 21, 2012, 03:41:48 pm »
I think my first problem is that the models are created in Sketchup. I the export them to Googlearth which changes to Dae. (?) file, then I use an autodesk fbx xonverter to get OBJs. complicated, I know, but I just started playing with sketchup and became semi-obsessed. I've drawn starships by hand for years, but the three d bug bit me hard.


Looks like I found the same thing, except it also supports .3ds..

From the page I found:

From a page I just found:

"Once you have your .dae file, you will, of course need a converter to change it to a .3ds file. I found a converter that will do this for you. It is called the FBX converter tool, on the autodesk website.
You can download the windows version of the FBX converter from:
http://images.autodesk.com/adsk/fil...nverter_win.exe
The program will install to the following location (unless you specify otherwise):
Program Files\Autodesk\FBX\FBXConverter\2006.11.2\FbxConverterUI.exe

Here is the process for converting from .skp to .3ds:

1) Download or create a .skp model in Sketchup
2) In Sketchup, export your model to "Google Earth 4 (*.kmz)
(note: be sure to choose version 4, because the other one is different)
3) Change the extention of the kmz file to .zip
4) Pull out the .dae file
5) In FBX Converter, convert the .dae file to .fbx
6) In FBX Converter, convert the .fbx file to .3ds"

Once in .3ds, you're good to go.  :)
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Offline Rchilensky

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Re: #d modeling newbie
« Reply #6 on: January 21, 2012, 07:05:53 pm »
So .3ds and MOD formats are the same?

Offline Kreeargh

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Re: #d modeling newbie
« Reply #7 on: January 21, 2012, 07:50:45 pm »
So .3ds and MOD formats are the same?


No Not at all.   You need to create a .mod from a 3ds to let it play in game.  Useing milkshape the plugin is installed  for Gmax or 3dmax 3-5 you need to install the plugin to convert the models to .mod format for all 4 sfc games.
Get milkshape the trial may allow you to convert several models to .mod format if you like it buy it and keep converting  :) Otherwise Gmax or hacking of 3dmax is the options for conversions to sfc.  A sfc import and export plugin for blender was in the works but i am not sure what the end result was.
I use gmax http://www.turbosquid.com/gmax   It has issues  alot of issues but it works .
« Last Edit: January 21, 2012, 09:06:13 pm by Kreeargh »
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Offline Rchilensky

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Re: #d modeling newbie
« Reply #8 on: January 23, 2012, 04:12:03 pm »
Ok, I've got the software I need, now I need to get the poly count on my models. I also need to find out what size tey need to be. The models I've already done do't work, but hey, I've been doing the 3d thing for two weeks.

Offline Rchilensky

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Re: #d modeling newbie
« Reply #9 on: January 24, 2012, 03:19:08 am »
OK, I've got an untextured model working just great! Thanks for the help folks. Once I master (or at least gain a measure of competency) in texturing, and have something worth posting, I will do so.

intermech

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Re: #d modeling newbie
« Reply #10 on: January 24, 2012, 08:09:23 am »
Show us a screenshot of what you've got!

Offline Rchilensky

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Re: #d modeling newbie
« Reply #11 on: January 24, 2012, 06:40:59 pm »
Ok, here are the results of my humble efforts. The Declaration class guided missile cruiser.
« Last Edit: January 24, 2012, 07:15:59 pm by Rchilensky »

Offline Bernard Guignard

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Re: #d modeling newbie
« Reply #12 on: January 25, 2012, 05:20:19 am »
That is pretty good   :)  Keep up the good work  ;D

intermech

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Re: #d modeling newbie
« Reply #13 on: January 25, 2012, 08:04:18 am »
WOW! That is incredible!

Offline Rchilensky

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Re: #d modeling newbie
« Reply #14 on: January 25, 2012, 10:34:02 pm »
thanks ! now if I just get  can get it testured. Milk shaoe has thus far out witted me.

intermech

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Re: #d modeling newbie
« Reply #15 on: January 26, 2012, 01:09:58 pm »
There used to be a great tutorial on Armada2files.com for texturing in Milkshape. Since I can't find it, but I really do want to be a help here are a couple hints:

First, I am sure you know you have to do the actual drawing of the texture in another program. This can be as simple as getting a schematic off the internet and coloring it in MS Paint. It best to save it in a square resolution 8x8, 16x16, 32x32, 64x64, 128x128, 256x256, 512x512, or 1024x1024 and so on.

To get a texture into Milkshape, select the "Materials" tab on the right (or left depending on your gui settings). Click "New" from the top left of the bottom button cluster. This creates an empty slot for you to load a texture. Select the texture named "Material01" in the white list box above the picture of the sphere. You will see two buttons that say <none>. Click the top button and select your texture file (.jpg, .png, .bmp, or whatever) from the dialog box. You now have a texture assigned to the model file.

In Milkshape, textures are assigned to groups. Select a group either by clicking on the model in an ortho view while "Group" button is selected in under Select Options in the Models tab, or by selecting the group from the white list box under the "Groups" tab and clicking "Select" under The white list box. By default, selected groups appear read in wire frame view, and the rest appears white. Next, go back to the "Materials" tab with your group still selected and click "Assign". This will apply your texture to that group.

Unless there is some strange twist of fate and all eight planets are aligned, your texture will be stretched and mangled all over the model group. At worst, the entire group will take on the average color of the texture. To fix this, with the group still selected. Click on "Texture Coordinate Editor" in the "Window" dropdown menu. The dialog box that opens will show your texture overlaid with your mesh (or, if your model turned the average color, it may be that it is all condensed into one point in one of the corners). From here it is mostly art and experience, but to give you a fighting chance, Click select, then drag your cursor over the mesh (or single Point) to select it. You can used tools move and rotate, etc. to situate the points where you want them. You can also select a view (front, back, etc.) from the drop down menu and click "Remap." This will map your texture to whatever view of the model you have chosen. In the main Milkshape screen, you can select individual faces to work with in the Coordinate Editor, or you can select the points or nodes right there in the editor.

Let us know if you get stuck on any particular point.





Offline Rchilensky

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Re: #d modeling newbie
« Reply #16 on: January 26, 2012, 05:36:10 pm »
Thanks for the help. I'll se what I can do over the weekend.

Offline atheorhaven

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Re: #d modeling newbie
« Reply #17 on: January 27, 2012, 10:22:20 am »
Think that the thing I'm happiest with is the fact that this is (I think) the first mesh to be converted out of Sketchup into SFC, and it's not a box.  ;)

So you did a Sketchup (dae)> autodesk convertor(fbx)(3ds) > Milkshape(plugin) > .MOD conversion, yes?  Just wanted to know the chain that you followed just so that it's written down.  :D
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Offline Rchilensky

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Re: #d modeling newbie
« Reply #18 on: January 27, 2012, 05:38:38 pm »
The process I used went like this. I exported the model from Sketchup ( for me, exporting from sketchup to any folder converts it to DAE) From there I used a autodesk conversion program to get from DAE to FBX and then to OBJ. Then I imported it into milkshape. After that I exported it as a mod.

One thing I found out is that if you texture a model in Sketchup the Autodesk converter won't convert it. In fact, it crashes the converter.