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Fixious

Joined: Sun Jan 08, 2012 6:52 am
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Post Posted: Fri Aug 27, 2021 8:33 pm    Post subject: T1 Disclauncher model
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Anyone happen to have the 3DS max file of the T1 disclauncher? The below link has a number of weapons, but not the disc.

http://library.theexiled.pwnageservers. ... hp?id=2688


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TE-Krogoth


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Joined: Tue Jun 07, 2005 8:01 am
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Location: Texas
Post Posted: Sat Aug 28, 2021 8:24 am    Post subject: Re: T1 Disclauncher model
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Unfortunately, Dynamix did not provide all the weapons, so those are the only ones we have, and no one has made the ever elusive DTS importer. I did go through the armor models, to see if they left one in there, but they only had the shotgun.


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Fixious

Joined: Sun Jan 08, 2012 6:52 am
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Post Posted: Sat Aug 28, 2021 7:59 pm    Post subject: Re: T1 Disclauncher model
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Thanks anyway. I'm in contact with someone who was able to convert the DTS shapes to OBJ for Starsiege. I'll see if that leads anywhere.

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Fixious

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Post Posted: Sun Aug 29, 2021 2:38 pm    Post subject: Re: T1 Disclauncher model
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Starsiege guys were able to help me out. :wink:

https://i.imgur.com/kCzRUJv.png

Just gotta finish getting these last few textures mapped.


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TE-Krogoth


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Post Posted: Sun Aug 29, 2021 3:12 pm    Post subject: Re: T1 Disclauncher model
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Very nice.

Can you share the importer?



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Fixious

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Post Posted: Sun Aug 29, 2021 5:07 pm    Post subject: Re: T1 Disclauncher model
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https://github.com/3space-studio/3space ... /tag/0.5.0

Might do a few more weapons, perhaps even all the models if I don't lose my sanity. Would be cool to have all T1 models in a modern format. At the moment you do have to manually map the textures in a program like Blender. Fortunately these are models from the 90's, so not a ton of faces/polygons. I did run into some problem areas though - things not lining up 100%. Also not sure if I can get the animations exported. They are mentioned in the exporter program, but not sure how to view them in Blender (if they are even there).

edit: Okay, found a way to get the textures working much faster. You need to flip the current texture file(s) vertically. Then they should line right up in Blender. Saves a crapload of time.


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TE-Krogoth


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Post Posted: Sun Aug 29, 2021 7:51 pm    Post subject: Re: T1 Disclauncher model
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The .obj format does not support animations, so they'll have to use something else, like .fbx if they want to export the animations. Also, it looks like there is something wrong with the exported .obj, other than the texture issue. Blender can import it, but 3ds Max 2021 imports it as a bunch of triangles.


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