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Old November 2nd, 2004   #31
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Default Re: 3ds conversions

Quote:
Originally Posted by Dragon_Master
well actually i have a high performence pc so my Milkshape 1.7.0 can handle it...
I've found no evidence to date that suggests that having a high performance PC will allow Milkshape to utilize more polys.
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Old November 2nd, 2004   #32
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Default Re: 3ds conversions

Draong Master. Be very careful with the scorpian as you'll need to secure permission BEFORE you do any work to it. The original creator will be very pissed (just a word of caution for you).

As for MS3d. Perhaps it can handle models of that size (poly wise), but the geometry is never 100% fully correct and accurate to the MAX or LW version that was originally created. Also converting a fighter is just plain wasting time. Why not recreate the model instead?? You'll get far more experience in creating models by doing it yourself, than relying on someone elses work.

Still, its up to you, but please dont' submit anything you convert from the site to AFC until you've gotten written permission from the author. I'm not letting AFC get into trouble (and trust me on this when I say these people DO find out. Example in case being a model which I did before and although I contacted the author prior to recreating it he was still informed by someone else on the Sci-Fi Meshes forum).

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Old November 3rd, 2004   #33
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Default Re: 3ds conversions

dont worry, ive gotten the mesh down to only 10000 polies and its going down as we speak, i will get writeen permission from the author b4 posting it on the forums. also, im going to send it to u because it wont export right for some reason and maybe ud know how to fix it.....
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Old November 3rd, 2004   #34
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Dragon Master. Please don't send it to me as I won't touch a model of that amount of polys to import it into the game "as is". I prefer my own method of making complete rebuilds using the original for reference purposes, and texture creation.

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Old November 3rd, 2004   #35
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PLZZZZ PPL listen to MAJOR_A_PAYNE he really really does know what hes talking about here. for your info's i've have also converted more ships than most ppl would imagine for SFC3. me and him know bout this stuff. my current best in reducing polys is taking an 800000 poly model and getting down to 36000 yes it was 800000 polies. as far as 36000 polies thats still way to much. the average for any ingame model is around 3000 polies for armada 1 & 2. with SFC3 u can get away with close to 10000 polies. and u really need permissions from star trek australia first or u will be sued. thats his bottom line. yes there is alot of great ships there. but always ask first and get the permissions. and no Milkshape will not handle that many polies. the only proggies out there is lightwave and max maybe a few other high end ones, but not max. and if u do go that low from a high end poly count it can and usually will distort the model horrible. we are not trying to discourage u from doing it but just follow simple rules first



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Old November 4th, 2004   #36
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why doesnt anyone listen to what i say? IM NOT GOING TO RELEASE ANYTHING UNTIL I GET PERMISSION FROM STAR TREK AUSTRAILA AND THE MESH'S AUTHOR!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! and i would listen to major if i actually could make my own 3d models, why do you think all my mods are based upon others?!!!!!
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Old November 4th, 2004   #37
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Dragon Master. Let me tell you a personal story of mine. Basically when Armada 1 came out I couldn't model for toffee (or model a toffee for that matter). Even basic cubes and cylinders were beyond me. That was when I spoke with some of the old time modellers (Deemon, Kaleb18 etc.etc) and with time, patience, a steady hand and most of all, their help I've slowly become more proficient over time.

The thing is, I've come to the conclusion that many people try to leap in two fast and then try the shortcut method which doesn't always work (in fact most of the time this approach usually ends up with people falling flat on their face). As a starting point and as a sort of mini project for you to try, head over to AFC main site and download some of the unconverted models there. Then play around with them (this is especially true with my own models as this is the reason I release them unconverted). As long as you release nothing you fiddle with then theres nothing stopping you from ripping models apart and kitbashing them to your hearts content. Thats basically how I started out mainly. Kitbashing others models. From that I tried my hand at remaking the simplier models, and then developing my methods further so that I could take the high poly models from places like STA, grabbing images of them and making complete scratch built models which are as close to the original as possible without being to high in polys.

Besides which, get yourself something like MSN or ICQ, and try contacting a few of those here. Most are ready to help and pass on what they learn (I've done this myself on several occasions). Also join other forums (AFC, Dynaverse and Bridge Commander), to learn how others have done these things. Finally instead of attempting to poly reduce models such as those on SFA try doing those from SFC3files.com or BCfiles.com Alot of the time they are of suitably low enough poly count as to be convertible to SOD format. I think as a new modeller it will take you time to learn the basics but once you've got them down you'll find your own methods on doing things. Besides which. Look at the likes of Phantom. He's taken his modelling one step further (i.e he does create his own textures which takes alot of effort to do well).

Besides which, you know where I am if you need help. Just take things one step at a time and don't rush.

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Old November 5th, 2004   #38
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Default Re: 3ds conversions

After reading this forem I decided to give converting models for my own use a try using Milkshape 3d and the plugins that are avaliable. I followed the Milkshape 3d Tutorial
I have downloaded from AFC but when I go to export it to sod format it say that it can't match a mesh with a mesh mode. Can somebody tell me what I am doing wrong please.
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Old November 5th, 2004   #39
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oh oh i know!!!!!!!!! do all your mesh parts have a texture? if they dont, give them one. Do your textures actually have textures not just color? if they dont, give them an actual texture... and i like the idea of blowing things up..... would it be legal to take say the hull design from the scorpion class and say fuse it with a galaxy? i can do that!
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Old November 5th, 2004   #40
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Dragon Master. As long as your willing to not release anything then its down to your imagination how you kitbash a model. As for textures. You'll find that almost every model thats released should have texture pre-applied to them. Just remember to make sure you save as you work (I've lost so much in the past through neglecting to do this).

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