Help Please O_O
Moderator: pyramid
-
- Hunter
- Posts: 91
- Joined: Fri Oct 06, 2006 4:07 am
- Location: Somewhere in the Sol system....
Help Please O_O
Hello everyone...I'm a big fan of Vega Strike, and have several works in progress(ships) to be exported, but I can't seem to get the Wings3D plugin to export to XMESH.....I know it's a nooby question, but I'd really like to get some ships in Vega Strike. If you're a Wings 3D whiz, please explain to me IN DETAIL how exactly I get my little ships into Vega Strike.
Thank you
By the way, I HAVE read the wiki on this subject.
Thank you
By the way, I HAVE read the wiki on this subject.
BE GOOD.
-
- Artisan Extraordinaire
- Posts: 1269
- Joined: Tue Mar 21, 2006 10:55 am
- Location: Philippines
Hmm. I'm not exactly a wings techie. But I suggest you get the Wings Object export-import add-on (if it's not already built-in). Then export the models as .obj and .mtl
You can take care of converting it to bfxm later.
BTW: xmesh is no longer the current mesh format used by VS, but .bfxm. Try to read the wiki articles on using the mesher app. I'm currently finishing up a new howto that will include the mesher procedure in detail. I may eb able to post that next week.
if that was confusing, . Here's what I'm suggesting:
1)Export as .obj and .mtl
1a)OPTIONAL: Edit the material references to correctly point to the 4 standard textures in use by VS now: the map itself, the specularity map, the damage map, and the glow mapm respectively.
2)Use mesher to convert the .obj files into bfxm.
3)Use mesher again to convert the bfxm file to xmesh, then edit the materials used, add LODs, add animations,etc.
4)Finally reconvert the xmesh back to bfxm and test it ingame.
Good luck with the modeling, and welcome to Vega Strike.
You can take care of converting it to bfxm later.
BTW: xmesh is no longer the current mesh format used by VS, but .bfxm. Try to read the wiki articles on using the mesher app. I'm currently finishing up a new howto that will include the mesher procedure in detail. I may eb able to post that next week.
if that was confusing, . Here's what I'm suggesting:
1)Export as .obj and .mtl
1a)OPTIONAL: Edit the material references to correctly point to the 4 standard textures in use by VS now: the map itself, the specularity map, the damage map, and the glow mapm respectively.
2)Use mesher to convert the .obj files into bfxm.
3)Use mesher again to convert the bfxm file to xmesh, then edit the materials used, add LODs, add animations,etc.
4)Finally reconvert the xmesh back to bfxm and test it ingame.
Good luck with the modeling, and welcome to Vega Strike.
A Step Into Oblivion
Dreams of things that will never be,
Songs of thoughts only I can hear,
Leave me be to sleep forever,
To dream my dreams,
And sing my hymns,
Of things that will never be...
Dreams of things that will never be,
Songs of thoughts only I can hear,
Leave me be to sleep forever,
To dream my dreams,
And sing my hymns,
Of things that will never be...
-
- Hunter
- Posts: 91
- Joined: Fri Oct 06, 2006 4:07 am
- Location: Somewhere in the Sol system....
-
- The Shepherd
- Posts: 5841
- Joined: Fri May 13, 2005 8:37 pm
- Location: Ottawa
- Contact:
-
- Hunter
- Posts: 91
- Joined: Fri Oct 06, 2006 4:07 am
- Location: Somewhere in the Sol system....
-
- Lead Network Developer
- Posts: 2560
- Joined: Sun Jan 12, 2003 9:13 am
- Location: Palo Alto CA
- Contact:
HowTo:Create_Models#The_Mesher_program has a list of forum topics about using the mesher.
You need to use it from a command prompt (cmd). cd to the correct directory (cd C:\blah\Vegastrike\data4.x\bin), then run mesher with the correct arguments. should give a list of commands or how to use it.
You run it withThe xxx are three letters.
The first x is the first letter of the input extension ('b' for bfxm, 'o' for obj, 'x' for xmesh.)
The second x is the first letter of the output extension, as above.
The third x is the command (usually use "c" for convert)
In your case, you want to do:
You need to use it from a command prompt (cmd). cd to the correct directory (cd C:\blah\Vegastrike\data4.x\bin), then run mesher with the correct arguments.
Code: Select all
mesher --help
You run it with
Code: Select all
mesher INPUT.ext OUTPUT.ext xxx
The first x is the first letter of the input extension ('b' for bfxm, 'o' for obj, 'x' for xmesh.)
The second x is the first letter of the output extension, as above.
The third x is the command (usually use "c" for convert)
In your case, you want to do:
Code: Select all
mesher ship.obj ship.bfxm obc
mesher ship.bfxm ship.xmesh bxc
# Edit ship.xmesh in a Text or XML editor.
mesher ship.xmesh ship.bfxm xbc
Last edited by ace123 on Sat Oct 07, 2006 9:24 pm, edited 1 time in total.
-
- Hunter
- Posts: 91
- Joined: Fri Oct 06, 2006 4:07 am
- Location: Somewhere in the Sol system....
-
- Confed Special Operative
- Posts: 298
- Joined: Sun Jul 30, 2006 1:38 pm
- Location: Sweden
- Contact:
-
- The Shepherd
- Posts: 5841
- Joined: Fri May 13, 2005 8:37 pm
- Location: Ottawa
- Contact:
-
- Artisan Extraordinaire
- Posts: 1269
- Joined: Tue Mar 21, 2006 10:55 am
- Location: Philippines
-
- Hunter
- Posts: 91
- Joined: Fri Oct 06, 2006 4:07 am
- Location: Somewhere in the Sol system....
-
- Confed Special Operative
- Posts: 298
- Joined: Sun Jul 30, 2006 1:38 pm
- Location: Sweden
- Contact:
-
- Hunter
- Posts: 91
- Joined: Fri Oct 06, 2006 4:07 am
- Location: Somewhere in the Sol system....
-
- Artisan Extraordinaire
- Posts: 1269
- Joined: Tue Mar 21, 2006 10:55 am
- Location: Philippines
Just place the obj and mtl files together in one folder when converting it o bfxm.
you dont need to do anything with the .mtl file, it sticks to the .obj as long as you keep them in the same location.
Just convert the obj to bfxm using mesher.
then convert it to xmesh, you'll see one or all of the following at the top block.
'texture="bla.png" texture1="blaPPL.png" texture2="blaDMG.png" texture3="blaGLO.png">
etc..
That's the materials. You can change that as you wish.
jpegs and png's are the formats accepted, since they're pretty low-space-takers. But png is preferred, as it has a bit higher quality and can support transparencies.
Please keep the ff naming convention:
shipname.png = main texture (color map)
shipnamePPL.png = specularity texture (per pixel lighting)
shipnameDMG.png = damage map. Just play around with the main texture with burn tools to get a nicely crisped ship.
shipnameGLO.ppl = glow/luma map. designates areas which "glow". that is - areas unaffected by shadows. Ideal for lights, ambient glows (like engines for example), windows, etc.
and that's it. Edit the material lines to correctly follow the order (texture1, texture2, texture3). You can find examples of this in the VSWiki HowTo Add Ships.
In order to test your ships ingame quickly, just place the bfxm file inside one of the existing ships folder and edit the units.csv entry of the ship to point to the new bfxm instead of the original.
Example. Copy the correctly textured Newship.bfxm into the llama's folder. Open up the units.csv in a text/spreadsheet editor (you can get Galex's in the tools and utilities section of the forum). Find the llama.begin's entry and find the mesh field. change the original entry to Newship.bfxm. Start the game. The starting llama's model is now your ship.
If you don't see your ship, or something goes wrong with the uv mapping or texturing, it is most probably a problem with your mesh itself. What program do you use for modeling? In 3dsmax, most of my problems are caused by improper exporting, and my failure to convert the model beforehand from editable poly to editable mesh..
hope that's not too complicated.
For a simpler take on this subject read HowTo add ships.
Adding the ships ingame.. i.e. having it available as a new ship is trickier, and I don't know all the answers to questions bout dat.
you dont need to do anything with the .mtl file, it sticks to the .obj as long as you keep them in the same location.
Just convert the obj to bfxm using mesher.
then convert it to xmesh, you'll see one or all of the following at the top block.
'texture="bla.png" texture1="blaPPL.png" texture2="blaDMG.png" texture3="blaGLO.png">
etc..
That's the materials. You can change that as you wish.
jpegs and png's are the formats accepted, since they're pretty low-space-takers. But png is preferred, as it has a bit higher quality and can support transparencies.
Please keep the ff naming convention:
shipname.png = main texture (color map)
shipnamePPL.png = specularity texture (per pixel lighting)
shipnameDMG.png = damage map. Just play around with the main texture with burn tools to get a nicely crisped ship.
shipnameGLO.ppl = glow/luma map. designates areas which "glow". that is - areas unaffected by shadows. Ideal for lights, ambient glows (like engines for example), windows, etc.
and that's it. Edit the material lines to correctly follow the order (texture1, texture2, texture3). You can find examples of this in the VSWiki HowTo Add Ships.
In order to test your ships ingame quickly, just place the bfxm file inside one of the existing ships folder and edit the units.csv entry of the ship to point to the new bfxm instead of the original.
Example. Copy the correctly textured Newship.bfxm into the llama's folder. Open up the units.csv in a text/spreadsheet editor (you can get Galex's in the tools and utilities section of the forum). Find the llama.begin's entry and find the mesh field. change the original entry to Newship.bfxm. Start the game. The starting llama's model is now your ship.
If you don't see your ship, or something goes wrong with the uv mapping or texturing, it is most probably a problem with your mesh itself. What program do you use for modeling? In 3dsmax, most of my problems are caused by improper exporting, and my failure to convert the model beforehand from editable poly to editable mesh..
hope that's not too complicated.
For a simpler take on this subject read HowTo add ships.
Adding the ships ingame.. i.e. having it available as a new ship is trickier, and I don't know all the answers to questions bout dat.
A Step Into Oblivion
Dreams of things that will never be,
Songs of thoughts only I can hear,
Leave me be to sleep forever,
To dream my dreams,
And sing my hymns,
Of things that will never be...
Dreams of things that will never be,
Songs of thoughts only I can hear,
Leave me be to sleep forever,
To dream my dreams,
And sing my hymns,
Of things that will never be...
-
- Confed Special Operative
- Posts: 298
- Joined: Sun Jul 30, 2006 1:38 pm
- Location: Sweden
- Contact:
-
- The Shepherd
- Posts: 5841
- Joined: Fri May 13, 2005 8:37 pm
- Location: Ottawa
- Contact:
hi Phlogios this should help http://vegastrike.sourceforge.net/wiki/ ... ode_HowTos and http://vegastrike.sourceforge.net/wiki/ ... ile_on_OSX
Enjoy the Choice
ps PM me if you need more help
Enjoy the Choice
ps PM me if you need more help