Author Topic: Model Injecting/Exporting  (Read 1248 times)

Ramsey

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Model Injecting/Exporting
« on: July 02, 2004, 06:00:20 am »
I got 3 questions about custom models

1) Is it possible to export a character/building model, change what you want (possible make a whole new thing) then import it back?

2) Is it possible to make my own models (with 3ds max 5). If so I can contribute alot to the project.

3) Where are all the models stored?


Edit: oh yea and are models store server or client side?
« Last Edit: July 02, 2004, 06:05:06 am by Ramsey »

josephoenix

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« Reply #1 on: July 02, 2004, 06:26:09 am »
1) it isn\'t possible, because people would extract the model from PS. Reskin it and tweak a few verticies, and say to another project \"See what I made!\". They would just steal it all and put it to evil uses >:)

2) Uhh... Yes it is! The exporter the team used for the levels is a 3ds max plugin.

3) Models are stored client side. Wouldn\'t make much sense to store them server side. (They are in the art folder somewhere, but they are in bspr format which you can\'t do much with.)

josePhoenix (Need. Sleep. G\'Bye!)
Sir John Falstaff: "Let the skie raine Potatoes: let it thunder, to the tune of Greenesleeues"

Ramsey

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« Reply #2 on: July 02, 2004, 06:31:08 am »
1) Where can I get the plug in for 3ds max

2) Where are skins stored?

3) Thanks so much for quickly repyling and answering my questions!

fireofsoul

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« Reply #3 on: July 02, 2004, 07:24:00 am »
You can make your own models and put them into the game, you can only see them though.
You need 3dsmax 4+ though. And a CS exporter.

icebr4kr

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« Reply #4 on: July 02, 2004, 07:49:43 am »
The CS exporter is at http://prdownloads.sourceforge.net/crystal/cswin0.96r002.zip?download

Download the zip file and have a look at CS/scripts/max/3dsmaxexporters.htm

EDIT: It is also online at http://lww.demon-host.com/html/guide/. You still need the zip to copy the plugin files, though.

This should help you get up and running with the CS exporter plugin so you can create PS content. Good luck.
« Last Edit: July 02, 2004, 06:35:11 pm by icebr4kr »

Kiva

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« Reply #5 on: July 02, 2004, 01:57:58 pm »
The models are stored in

C:\\Program Files\\PlaneShift\\art\\models.zip (windows)
blabla/PlaneShift/art/models.zip (linux)

Pick the one you like the most. However, you can\'t use the .spr files for anything, as noone has made, and noone probably will make, a .spr->.max converter. It has been asked for many times, and each time people have been told that it\'s too obvious such a converter would allow people to steal the models and use them for their own projects.
\"Somewhere over the rainbow...\"

josephoenix

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« Reply #6 on: July 02, 2004, 03:38:22 pm »
You can screw around with spr files since they are ascii xml files, and since they are xml, they have self-explanatory markup tags ;). Well, almost self explanatory. What you can\'t mess with though, are the models for the races. The .spr files for those essentially say (however you write it in that format) #include
And the b in bspr stands for (as far as I can tell >.>) binary. So, that is compressed and whatnot, ergo, you cannot mess with the mesh. (I was going to give all Ynnwns very pointy heads, darn it!)

josePhoenix
Sir John Falstaff: "Let the skie raine Potatoes: let it thunder, to the tune of Greenesleeues"

Wedge

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« Reply #7 on: July 02, 2004, 10:12:19 pm »
I haven\'t found how you do a binary spr character, but that\'s all irrelevant info anyway.  They\'ve moved onto to Cal3d for Crystal Blue, so just learn to export into that instead (it also has MAX exporters).  It has an app to let you preview your mesh and animation minus textures too, so you don\'t have to worry about loading it into PS to test the basics.  I\'ve exported a character into the CVS build of PS from this format, and it\'s much easier and more powerful than the old .spr format.

http://cal3d.sourceforge.net/
Ninjas have feelings too.  Mostly they feel like dancing.



orogor

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« Reply #8 on: July 03, 2004, 03:07:46 pm »
Yes please make my site somwhat usefull and read the guides wich are inside ( it s kinda dead those times )

Also if you aren t 100% comfortable with 3dsmax i suggest you to use wings3d to make characters for modeling , uvmapping , texturing. I recently made a cal3d monster for crystal space , and the animation stuff in 3dsmax was way to complex for me to use, so i used milkshape, because cal3d got an exporter for it.

If you want to do only object or try to do  complete level, i would suggest you to still use wings3d for creating the basics objects, then arrange them toghether in 3dsmax and export them in max using the plugin.
I did finaly found a work :))