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Importing New Models

Posted: Fri Nov 19, 2010 5:59 pm
by brill852
Hi all,

I have experience in modding and playing around with skins but absolutely none with models. Is there any likelihood at all of there being a game out there with models and animations that could be imported into BA?

The engine is perfect for a total overhaul and I am trying to figure out what my possibilities are, Thanks.

Posted: Fri Nov 19, 2010 7:43 pm
by junk2drive
Most commercial games have files that have been converted from common graphics files to encrypted files or you can't see the files at all.

Most graphic format files have copywrites that prevent them from being used in commercial games without permission.

That said, if you find something out there let us know.

At this time you would need a copy of MAX to convert the file to the s3f format that BA uses.

I predict that it won't be long and we will see a lot added to this game.

Posted: Mon Nov 22, 2010 10:42 pm
by brill852
Ok, I would definitely like to search for models I could import but I do not know how. Is there a specific format for a model file within games that could be opened with MAX and converted to s3f format? Are the animations going to be part of that file or are they going to be separate, like the skins?

I don't know what to look for but if someone could tell me I will certainly start looking.

Is it usually a violation of a model's copywrite to use it in a mod of another game?

Posted: Mon Nov 22, 2010 11:00 pm
by junk2drive
Does this mean you have access to a copy of MAX?

Look for 3ds files. Whether or not they will have graphics and animation will either be spelled out by where you get them or trial and error.

If you are looking for something ready to go that just needs converted by the exporter, I don't think that is going to happen but maybe someone else has a better idea.

Read the EULA for info but normally for personal use you can use something without permission.

Posted: Mon Nov 22, 2010 11:23 pm
by Merr
Brill,

The models in the game are very low polygon, averaging 300 and perhaps less than 500.

Most of the models you find on the internet are in the 10's of thousands of polygons ... not good for frame rate.

However, I've done modeling in the past and when I use someones model, I use it as a "guide" when building a low polygon copy.

Just some helpful tips ... I'm glad to see your are interested in modding ... welcome aboard :D

Posted: Mon Nov 22, 2010 11:27 pm
by junk2drive
I've spent the last couple of weeks going through the blender tutorial. Treating it like a class. Do some work and take a break. If nothing else I am learning something new that I may get to use someday.

blender has a tool that reduces polys for you in steps so that you can see how much detail you are losing.

Posted: Tue Nov 23, 2010 12:05 am
by brill852
Merr and Junk,

Thanks for the tips! I played around a lot with mods in different games, Myth:TFL and the total war series mostly, and found it very rewarding. BA gives to access to so many of the game mechanics that I have been dreaming of making mods for everything from the 100 Years War to the American Civil War. Before anything, though, I need some models.

I will start looking for 3ds files in different games and will let you know how it works out. Is it possible to replace the models with sprites or will the engine not allow that?

What is Blender? Is that a 3d modeling tool of some kind? Is it expensive? It sounds like it would be ideal for this kind of project.

Thanks again guys.

Posted: Tue Nov 23, 2010 12:15 am
by junk2drive
Sprites won't work, this is real 3D.

blender is an open source free 3D model making software. blender will export 3ds. Until an exporter is created I can send my 3ds to someone with MAX and they can export it to s3f for the game. It has yet to be seen if this will actually work.
Only Amaz_Ed and tim1966 have made new models outside of Slith. They both have MAX.

fragmotion is more user friendly but cost aound $50. It does not export to 3ds. It would need an exporter.

Milkshape is somewhere in between.

google sketcher doesn't do animations.

Another thing about the low poly count. Part of the reason you can't zoom in to view things in the game is so that things don't have to be as detailed as other games. Tanks don't need treads and wheels, just graphics drawn on the side of a slab shaped like the track area. OF course you can do more if you want but people won't be able to see it that well.

Posted: Tue Nov 23, 2010 9:23 pm
by tim1966
You do need Max at the moment. If you have Max you can either use the models slitherine have made available or make your own. You should be able to use models and animations from other games provided you can import them into Max - make your adjustments and then export. BA works on the vertex so you don't actually export the animation or skeleton of a character just the mesh and double click to make it deformable.

Not sure about copyright though - its possible to say import Total War models with animations , adjust them for BA and then export for BA in theory but whether its legal I couldn't say (or whether anyone would be bothered if you did).

Posted: Fri Nov 26, 2010 7:25 pm
by brill852
Thanks a lot for the info guys. I got my hands on the engine documentation and that helped me out a bit in rounding out the good advice you guys have had for me. I saw in a thread a while back that there was discussion of an export script being written for other 3D programs.

Do you guys know if they have made any progress on these and what program or programs they are making them for? I imagine there are a lot of people who would like an export script for something free like Blender or at least something with a trial period like Milkshape. Anyone know what my best bet is on this front?

Thanks for all the info so far, you guys are awesome.

Posted: Fri Nov 26, 2010 9:48 pm
by pipfromslitherine
Export scripts for other apps are still unfortunately not done. Hopefully one day my list will begin getting shorter rather than longer... :(

Cheers

Pip