Problem with Creating HOMEWORLD-2 with Gmax and Cinema4D

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Robert Foster
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Problem with Creating HOMEWORLD-2 with Gmax and Cinema4D

Post by Robert Foster » Wed, 7. Nov 07, 18:34

I have files that have these extentions:

.OBJ
.DDS - So far I found this for the .DDS Extention --> http://files.filefront.com/DDS+Converte ... einfo.html
.MTL
.MAD
.madstate
.ship
.events
.lua


And a few of the files are .lwo and .lwa

I exported these files from the main file called a .HOD
with a HODTool and also used a ROTTool
to extract it from the main file holder called .ROT

how can I import them into Gmax ?

I tried a program that people reffered me too, but its only demo.
Its called ( unwrap )

it will only let you see whats inside but you can not SAVE.
and you can NOT export for convertion to Gmax.

Also, Do I have to use Gmax, or can ANY 3D software work. ??

Such as Cinema 4D., Because I own Cinema 4D v10.0
as I won it in a Convention Contest. They had a Animation EXPO
that I went to recently and my number was called for the [give away]
and I won full complete version of Cinema 4D v10 and upgrades for life.


thanks for reading
Last edited by Robert Foster on Sat, 10. Nov 07, 16:32, edited 1 time in total.
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Post by Apollo911 » Thu, 8. Nov 07, 14:49

If you are wanting to put a ship in game you need to use gmax or 3ds max, as dbox 2 can only be used with these. You could maybe model in cinema4d and export to gmax so you can put it in game.

You might want to look at this thread - http://forums.relicnews.com/showthread.php?t=15510

You should note, using homeworld 2 models in another game without permission breaches copyright.
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Post by Robert Foster » Thu, 8. Nov 07, 16:24

Ok, I have been there before.

I already extracted the .HOD files and .ROT files.

As mentioned above now I have

.OBJ
.MTL
.DDS
.MAD
.madstate
.ship
.events
.lua


Now I need to find out how to import them into Gmax or Cinema 4D.

files, now its a matter of putting them together and fixing what needs to be fixed.
So you CAN say I am on STEP 2, and need to complete STEP 2 in order to go to STEP 3.


Ok with that said,


thanks
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Post by Orakio » Thu, 8. Nov 07, 18:32

For DDS, if you can get your hands on it I recommend using the DirectX Texture tool, it comes with the DirectX SDK, only problem is that as far as I know you need VS. You might is you look around be able to find a seperate version of the tool. Also there is an nvidia tool for converting these textures.

gmax appears to work for me although I am still learning. One thing in particular that troubles me abut gmax is that it doesn't appear to support textures as well as 3DS max.

You should probably get Blender and Wings 3d. They'll help in converting objects from one format to another and such.
Last edited by Orakio on Thu, 8. Nov 07, 20:17, edited 1 time in total.

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Post by Robert Foster » Thu, 8. Nov 07, 20:02

I found a little software on Google called : DDS Converter 2

I now can view ALL the .DDS files.
Also this little program ONLY lets you export out the following formats:

.PSD "Photoshop"
.PNG "Portable Network Graphics"
.JPG, .jif and .jpeg
.BMP "Windows Bitmap"
.TGA "Truevision Targa"


And back out to .DDS "DirectDraw Surface" formats.

Which is the proper format do I have to save to, so I can import it to Cinema or Gmax ?


Ok, I am new to all this, and ALL I need is for someone to just tell me, ok
Export the files Bla bla bla,
then, fix etc etc files, then import bla bla files into Gmax,
then wrap bla bla files to OBJ files, then export files from Gamx or Cinema4D to "bla bla"
so X-Universe can read them.


I just need someone who knows what they are doing to just tell me the steps, and Ill take care of the rest., I have been reading thousands of websites with HUGE amounts of texts, and they still don't get to the POINT................

I am the type of person that you say, do this this this this,
and I just do it.

maybe thats because that is how I have always been because of millions of studio sessions and clients.

Do what the client says and complete the studio sessions and get paid and get out.
fast quick and to the point.............



thanks.
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Post by Robert Foster » Thu, 8. Nov 07, 20:55

This is what I can see so far:

This is the VAYGR Mothership I extracted.

[ external image ]

[ external image ]

[ external image ]

[ external image ]

[ external image ]

[ external image ]

[ external image ]

[ external image ]

[ external image ]

[ external image ]




Just need someone to give me a little instruction on how to
Wrap it on the actual model and then
import and export and then make it compatible to X-universe.

But also, I have to find a way to get in the ( .ship ) file and other files mentioned above.

One way or another this is now my MISSION !!!!.
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Post by Apollo911 » Thu, 8. Nov 07, 21:41

Do you have the actual model loaded in your application of choice? Once you do, you would apply an unwrap UVW modifier to it, and then go through the painful process of aligning the polys of the model with the textures. Google for some UVW mapping tutorials.

As to getting it in game, Observe wrote a good tutorial on that - I'm pretty sure it's in the sticky.

I've never heard of .ship, I'm guessing it's a proprietary format, so best bet is HW modding forums.

Good luck!
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Post by Robert Foster » Thu, 8. Nov 07, 23:28

Apollo911 wrote:Do you have the actual model loaded in your application of choice? Once you do, you would apply an unwrap UVW modifier to it, and then go through the painful process of aligning the polys of the model with the textures. Google for some UVW mapping tutorials.

As to getting it in game, Observe wrote a good tutorial on that - I'm pretty sure it's in the sticky.

I've never heard of .ship, I'm guessing it's a proprietary format, so best bet is HW modding forums.

Good luck!

I believe the MODEL is inside the ( .ship ) file :?
But I don't know what opens it. - Still trying to figure that out.

Then I have to figure out how to import and in what format to import the
pictures I uploaded in my above post into the application.

So then I am able to merge both of them and do that wraping thing you mentioned.


:?
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Post by Apollo911 » Fri, 9. Nov 07, 00:48

Try renaming the .ship to .big and opening with winbig. (http://www.planet-source-code.com/vb/sc ... 9&lngWId=1) And then use 3dexploration, or deep exploration, to open and resave the .peo file as something useful.

^Not sure about all that, just what I've picked up from googling.

In gmax or whatever, you would use the images you posted as materials. Once you have applied your UVW maps, and applied the material to the mesh, it will wrap the images around the mesh.
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Post by Robert Foster » Fri, 9. Nov 07, 19:31

This is what I have so far.

This is the Hiigara Assault Corvette

I used that 3D exploration application. and exported everything to .3ds
But I was having a huge problem on trying to load the Images and wrap them around the spacecraft.

So I am now trying on my Cinema 4D.
So far I can take all the parts of the Spacecraft and merge them all together nicely with Cinema and Gmax.

This one is from Cinema4D.
Also, as you can see on the BAR on the top of image, it says .3ds*
I imported everything from Gmax to Cinema4D with no problem.
And also the spacecraft has 9 different parts that I merged as you can view in the wireframe.
you can notice the different sections of the spacecraft that was merged as ONE. ;)

[ external image ]



Ok with that said, I am still confused as to importing the ship images and wrapping them around the spacecraft.

I am sitting in front of the screen and just staring at the screen like a retard, because I can't figure anything out.
I have pressed every button imaginable,

I am pulling my hair and now I am down to 35 cups of coffee'
I have not slepted all night because this is really getting to me now.
It became a serious mission.

I am still confused about the UVW Maps.

Does it matter what image extension is the image for the spacecraft ??

or does it have to be a specific one ?

thanks. :D
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Post by Robert Foster » Fri, 9. Nov 07, 21:56

Ok, pressing and pressing buttons like crazy,
There was some sort of break through.

Here it is, I still have to learn how to align this image around thing.
ok, I can move the picture around the space craft in any direction including shrinking and expanding.

But BAD NEWS, it does NOT rotate. :(
Still figuring that out.

ok, now I have to open HW2 and hope to see a Hiigara Corvette
and align the material around the mesh right.

We are getting closer !!!..

enjoy the picture as I have......


[ external image ]


Ok, also question:
Do I have to apply ALL the meshes together, then apply the texture on top of everything ??
or
Do one Mesh then Texture at a time, by applying one mesh on top then apply another texture so on and so forth. ??


ALSO: I just found out by reading pages upon pages upon pages to find out what a MTL file does....

Basically it holds all the ( "Illumination, Reflections, Shading, Shadows, lighting, color, texture and atmosphere to the actual OBJ files.)
THAT WAS A MOUTH FULL... :o

So now I have to find a way to combine this MTL file along with the OBJ files,
So the spacecraft can keep all these properties.


If anyone can help, much is appreciated.

thank you. ;)
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Post by Apollo911 » Sat, 10. Nov 07, 00:34

I don't use .obj that much, but I know when importing into 3ds max it asks if you want to import the mtl library. When exporting the obj file, the .mtl file is automatically created, so it's possible the .mtl file has already been loaded.

It depends what the texture looks like, if it lookes ok when applying the material to one big mesh then I'd just do it that way. If not, apply in pieces.
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Post by Robert Foster » Sat, 10. Nov 07, 01:33

Ok, I finally progressed to something.

But there are parts missing.
Here is what I have so far:

[ external image ]


When I import the Torret, it imports really really really Tiny.
Also, The texture for the torrets TOP and Bottom are missing.

Also, as you can see, the middle circle thing, on top and there is also one exactly like it on the bottom, I can't find the texture for it either.

and the body texture for the spacecraft is a little blurry, but yet.
In the game its really sharp, whats up with that ??

Also:
The program ( 3D-Exploration ) is either not completely exporting the files improperly or something is seriously wrong.
Because these files are missing:


Hgn_AssaultCorvette_Burner_EXPORT
Hgn_AssaultCorvette_Front_EXPORT
Hgn_AssaultCorvette_Front_EXPORT


ALL are BMP format to skin the spacecraft and they are not there.
I exported several times and nothing.
I even paid for a program called DEEP EXPLORATION v5
And thats how I really found out about this, as it is X'ed out in the materials list and marked in RED.


Alot of things to figure out.

Also, if anyone has pictures of each spacecraft's , please let me know, I need them,
As I tried to find them in the game but the game wont let you just view spacecrafts
it just wants to play.

I need to know exactly how each spacecraft looks like,
on ALL spacecrafts in the game.
You can post the pictures in the MOD forum located here:
http://homeworldxuniverse.freeforums.org


thanks.
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Post by Robert Foster » Sat, 10. Nov 07, 06:57

This is the VayGR Mothership


[ external image ]


I just figured out things about grouping doubles. :)

Still missing Shadows and stuff from the (.ship) file,
but at least you get to see Homeworld getting closer to the X-Universe

:)
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Post by Robert Foster » Sat, 10. Nov 07, 07:23

Hiigara Core


[ external image ]


I am kinda getting the hang of this so far.
But I know this is just the begining of the headaches.

but for now I am totally enjoying myslef.

And THANKS to EGOSOFT !!

If it was not for the X-Series Game I would of never got into 3D modeling.

Thanks :)
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Post by Robert Foster » Sat, 10. Nov 07, 16:55

Ok, Now we have the Hiigara Assault Frigate Spacecraft.

But I have new pointers. - First let me show you the Hiigara Assault Frigate.

[ external image ]


Ok, How I got this pretty sharp and color enhanced as I could. but
reason being is I am now using BMP images instead of TGA images.

It seems that BMP images handle better than TGA, but don't quote me on that just yet.
As I am still in scientific mode here. researching everything and learning at the same time.
And hopefully with this thread some of you will be able to learn from this.


Ok here is a comparison images.
The images on the left is the TGA
and the image on the right is the BMP.


[ external image ]


You decide and see for yourself on whats happening here.
Pretty weird right.? :)


Also, every time I import the meshes into the program, the TORRETS are the only thing that decides to be a pain in the but.

Because the Torrets and guns wind up INSIDE with spacecraft.
I was knocking my head for 2 days trying to figure out why the torrets wont show up when
I import them into the program.
Well, thats because they decide to reside inside the spacecraft,
instead of going where they are suppose to go.

Its hard enough to try to place everything in its right place,
but now I have to figure out where to put TORRETS now. Geeez. :roll:

For this spacecraft, it has 2 Torrets with 4 Muzzles, 2 for the top and 2 for the bottom.

But now I can figure how the muzzles go on the torrets, upper and lower ones.

Because the Assault Frigate spacecraft carries 2 main torret guns,
One on the top and one on the bottom, that much I know.,

But how the Muzzles go together, I have no clue. :?


Ok with that said, I am doing my best to get every spacecraft compiled.

Just thinking of it, I have not even done the scripting for this yet.,
and I still have to import it to X-Universe.

Wow thats gonna be fun.



thanks for readin, - MORE TO COME SOON....

:)
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Post by RaGodofTehSun » Sun, 11. Nov 07, 01:42

Wow man, its really comin together, i cant wait to have a Hig BC roaming around the X universe as my flagship :D Great job!

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Post by Robert Foster » Sun, 11. Nov 07, 03:25

Hiigara Battle Cruiser

Ok this first picture is the Battle Cruiser viewing of the TOP.

[ external image ]


This is the Battle Cruiser viewing of the BOTTOM.

[ external image ]


Ok, few things though.

There are 4 Weapon Pulsars Muzzles
And I have been trying to find where they go for the last 3 hours.

Someone please tell me where they go !!

As you can see from the view of the BOTTOM of the Battle Cruiser
2 of them where placed on the Swivel Weapon Holder ( One on Each Side )

But I am now left with 2 Pulser Muzzles and have no clue where they go.

There is 214 parts to this , so i am kinda pulling my hair.

This is why I requested help from Homeworld Fans, for 4 way close-Up pictures so I can do this right.



Thanks. :wink:
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Post by Lancefighter » Sun, 11. Nov 07, 05:27

[ external image ]

The red circles are where the pular thingies go. They face outwards.

As well, you have the upper and lower turrets wrong. They should be a ion beam turret, meaning that they dont really look like a turret at all.

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Post by Robert Foster » Sun, 11. Nov 07, 06:11

Aahh, ok - :) - now I know where the pulsars go.

Also, about the turrets - thats what I extracted. - so I am a bit confused.
If I take out that turret that you have an X on, then I am left with extra materials.

When I exported the HW2 Battle Cruiser file,
I was given 4 Turrets with 8 barrels.
and 4 pulsars.

If the Turret that you have an X on don't go there,
and you say the one on the bottom is wrong too -
please let me know where does it go.

Because that would mean that I would have 2 extra turrets and 4 barrels with no home for them.

I Went by these pictures that show the 4 turrets, thats why I came to the conclusion of putting them there.

http://shipyards.relicnews.com/hw2/imag ... een004.jpg


Thanks.
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