Final Frontier mod - Beginner needs assistance: models.tex

Final Frontier mod - Beginner needs assistance: models.tex

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

Post Reply
Sorn
Posts: 28
Joined: 08 Aug 2005, 07:00

Final Frontier mod - Beginner needs assistance: models.tex

Post by Sorn »

Hi everyone.

I could use some guidance. I am not finding much help in the department of using 3do builder.

1. in the 3d window, i have a big fat red square that will not show my unit in 3d view.

2. Trying to work on the units, builder gets stuck on loading textures for this mod which I have unpacked. When I view the units of the mod in the unitviewer, its missing some faces probably because it has not loaded texture. Currently it is stuck on textures/logos.gaf

3. On a small wing on one of the space craft I have added a texture darkpatchwork1_01 which somes up as grey and then a whole bunch of colour dots like noise in the game.

Thanks for any and all help. I am not having much luck with searching forums nor websites for my answers...
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

http://taspring.clan-sy.com/wiki/Create_units
http://taspring.clan-sy.com/phpbb/viewt ... ht=archive

If you want a quick summary:

3DO Builder SUX0RZ!!!! EVIL DEaTH DEATH!!!! DEATH!!!!

(I gave up already... waiting till someone comes up with an ACTUAL solution to unit creation that doesn't sux... I'm sure someone else has a real answer for you)
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

You know, Cavedog said their own version of 3dobuilder was far worse than the one we have available today... :P

Anyway, the textures aren't showing up because 3dob doesn't read bitmaps. It was made for TA modding, not Spring modding, so it reads GAFs. Just put the .ufo files containing the texture GAFs from the OTA version of the mod in the directory 3dobuilder reads from (default is the TA dir) and it should load those textures just fine.
User avatar
mother
Posts: 379
Joined: 04 May 2005, 05:43

Post by mother »

Gnome wrote:You know, Cavedog said their own version of 3dobuilder was far worse than the one we have available today... :P

Anyway, the textures aren't showing up because 3dob doesn't read bitmaps. It was made for TA modding, not Spring modding, so it reads GAFs. Just put the .ufo files containing the texture GAFs from the OTA version of the mod in the directory 3dobuilder reads from (default is the TA dir) and it should load those textures just fine.
So how do you use custom textures?

Where is[are] the actual texture name stored?

Where do you put em? heh

I've been going insane trying to get this to work.

v2.0 hangs importing bmps
v2.1 hangs trying to load them
And if I just use a 'color' the thing doesnt show up ingame :P
:evil:
They're coming to take me away.. hehe
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

QUick and Dirty:

http://www.fileuniverse.com/?p=showitem&ID=668

get this, make 256colour 96x96 versions of the textures you want to use... (open them in MS Paint and resave them)

textureA.bmp
textureB.bmp

use the program to put them into both a ufo AND a gaf... put these files in the directory that 3DO calls the TA directory...

use 3D0 to apply the textures (it will import them automatically, if not, try to import a bmp, the program will crash... delete all but the TAPallete.dat and the 3do.exe files and the gaf and ufo and try again), they will look like garbage... just make sure you get the right ones in the right place...

once you have applied the textures in 3dobuilder and you are ready to put your .3do into the unit package, in a folder unitextures/tatex put the real, full quality textures in the naming format...

textureA00.bmp
textureB00.bmp

(or mayber textureB01.bmp... I'll let gorm tell you for sure, I only did 1 texture)

and when you load the unit in spring, it will have THOSe textures applied to faces...
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

meanwhile... the part about, despite the fact that I apply a texture to the entire object, some faces don't get the texture? that's bugging me too..
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

mother wrote:
Gnome wrote:You know, Cavedog said their own version of 3dobuilder was far worse than the one we have available today... :P

Anyway, the textures aren't showing up because 3dob doesn't read bitmaps. It was made for TA modding, not Spring modding, so it reads GAFs. Just put the .ufo files containing the texture GAFs from the OTA version of the mod in the directory 3dobuilder reads from (default is the TA dir) and it should load those textures just fine.
So how do you use custom textures?

Where is[are] the actual texture name stored?

Where do you put em? heh

I've been going insane trying to get this to work.

v2.0 hangs importing bmps
v2.1 hangs trying to load them
And if I just use a 'color' the thing doesnt show up ingame :P
:evil:
They're coming to take me away.. hehe
http://taspring.clan-sy.com/phpbb/viewt ... 3dobuilder

And like I said... 2.0 will not load bitmaps. 2.1 just doesn't work right, if at all, on NT-based windows systems.
Sorn
Posts: 28
Joined: 08 Aug 2005, 07:00

Post by Sorn »

Ok slowly managing to get through this stuff, still having some troubles.

I have a unit in FF that has a black plane under its body, theres actually two of them.

I imported the unit to milkshape 3D, removed the face, and tried to figure out how to export it back to 3do. I tried a couple of formats, DXF, Object etc but it made it pretty much useless in 3do builder.

What are you modellers out there doing to take a unit, modify it, and then put it back into the game?

Thanks...
Post Reply

Return to “Game Development”