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Kin of the Stars

A community for the fans of Crest of the Stars, Abh culture, anime, technology, science fiction, video games, and friendly conduct.


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    Truespace 7.61 for free!

    Almael
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    Post by Almael 10/9/2009, 7:24 pm

    I admit I haven't followed it in a while so I couldn't believe when I saw this today.

    Truespace 7.61 downdload page
    download is very slow 3-4 hours @10-20k
    I will have to led it run overnight.

    @JGZinv: Can I use this version to create models for freespace or do I need the older versions? I couldn't find any version note for the PCS tool.
    JGZinv
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    Post by JGZinv 10/10/2009, 12:41 pm

    There's been an old version ofTS that's been free for years now... don't remember
    if that is it or not. There are several people that use TS at HLP for lack of a better modeling suite.
    I'm not sure what versions work, but I think up to 8 was being used.

    The group that does use TS isn't very large, and in general the program is looked down upon for it's
    weird interface... so it's gained the title of True *insert expletive with S here.*


    PCS is a different animal, it's for converting and rigging after you've got a model ready.
    In the example of 3Ds Max, after setting up the dummy helpers, pivot points, and have aligned and scaled your ship properly, you export to a Collada DAE. Which is imported into PCS2 DAE... and then you readjust the direction the thrusters and firepoints are, as well as their size. You setup an eye point, docking points, and paths. Moment of inertia.... delete most of the textures out of the listing... then you export to a POF which is the game format.


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    Almael
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    Post by Almael 10/10/2009, 2:41 pm

    Well, truespace is actually easier and faster because the ui opens up the function buttons you need. You don't need to go through all the menues. You can close the buttons and open a different group of functions. I admit later versions got more functions and the basics got pushed into a lower layer. But it's still faster than 3DStudio, here I would need 10 more clicks and menue manipulation to get things done the same way, and unlike TS it leaves dead polygons when using booleans.

    They mention truspace 3.2. I doubt PCS can import newer truespace files version. This means I will have to find a way to save to a lower version and then work on....if I have to use dfx I would lose all the object origins. :/

    For the heck of it I will try to get the basroil into the game. If it's too trouble to transfer the higher version then I will try some fighter.

    BTW. are there ship transformation options in FS2? I don't see any hint of such.
    If not I will have to do a basroil from scratch again. :/
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    Post by JGZinv 10/10/2009, 4:30 pm

    Transformation as in moving parts, like antenna arrays or are we talking transformers/robotech?

    Just see if TS has a DAE export, if not you can probably use an intermediary to convert.
    PCS2 doesn't import beans.... COB and DAE are your choices... dae being the newer that was added recently.

    There's some other guides and methods to get stuff in the game besides PCS2... but I can't help you there. I know the DAE method... don't plan on trying the others since I don't have the programs or the resources.


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    Post by Almael 10/11/2009, 8:29 am

    Like Macross transformation, not the antenna. All I need is simply turning or moving a certain part to a new position.

    If HW2 wouldn't require Maya 4....why would anyone choose Maya to begin with? Truespace 7.61 for free! Icon_evil

    I haven't seen DAE in TS before, so I have to bet on COB.
    Hmm...I see there is mention to use unwrapper for texturing. If I have to use early TS 2.0 COB 1.0 version I will have to use that to do texturing.
    I will still try PCS, maybe I can use Polytrans for conversion.
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    Post by JGZinv 10/11/2009, 1:02 pm

    What you're wanting is possible, in terms of simple rotation and stuff like doors opening.
    What I'm guessing is you want the patrol ship front to open up to fire.

    Really to completely achieve what you want, you'd probably need some lua scripting.
    It's generally referred to as "scripting" on HLP but it's pretty much good for everything, much has been discussed about articulation and animating parts before. There is a robotech mod actually, but they handle transformations by doing a temp flash of light on the fighter - as it swaps out the model for a robot or walker mode.

    There is some limited animated movement allowed for in the engine that was hacked together from the antenna and turret rotational code... but I'm not familiar with it beyond that. My mod hasn't gotten up to the point we need the more advanced stuff, I'm picking it up as we go.

    As to file formats, again, it can be done... you just may need an in between in order to get it usable by the right programs.


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    Post by Almael 10/11/2009, 2:24 pm

    Alright, I will have to make smart choices in placing the turning points for the basroil. The doors on the cruiser will have to do similaryly. And *hehe* Abh turrets will be great compared to what I see there.

    Thanks for the tips. This will ease up my searches.

    Yeah, looks like I can't get around using many formats until it's done. *sigh*

    So I only have to tackle with the installations around for awhile, though, until I can actually start doing anything.
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    Post by JGZinv 10/11/2009, 9:21 pm

    I can probably walk you through getting something in game wise... although I don't know TS.
    After that, I can point you in the right direction on many subjects...


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    Post by JGZinv 10/16/2009, 1:07 pm

    Here's something you probably need to read:

    http://www.hard-light.net/forums/index.php?topic=61476.msg1304845#msg1304845

    Evidently the cob format changed between TS versions.


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    Post by Almael 10/16/2009, 2:31 pm

    That's great. Thanks man.
    Now I can plan better with my resources.

    Only problem now is that I probably won't have enough spaces left for FS2_open.
    I got 9gigs free before c# express, after installation, FS2, and some tools it's down to below a gig.
    So I can only test under normal FS2.
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    Post by JGZinv 10/16/2009, 3:25 pm

    You don't necessarily need the advanced packs of media improvements... largely most of the improvements are done to the exe's in both FS2 and FRED. which are only a couple mb each.


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    Post by Almael 10/18/2009, 2:22 pm

    Alright.

    I was looking for the source code to tackle the capship problem. So far, I found the codes pretty scattered, such that I can't really do anything without actually studying it all.
    (23% of the slimmed down documented code are revision and change notes -_-; )
    The main file is pure initializations and control stuff. Since I have to download every single files, it's another problem. (xxx files)
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    Post by JGZinv 10/18/2009, 3:25 pm

    Might ask someone at HLP, who has a SCP icon under their name.
    I'm not a coder, and the one I have is... not around.


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