Bridge Commander Central
BC Forums => BC Bridge Modding => Topic started by: Nighthawk on May 16, 2007, 09:06:24 PM
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I'm gonna convert some of your bridges for movie footage. That's actually not BC based, but a complete rendering of the bridge in Max.
Plans include a Sovereign bridge (stock, retextured) and if I'm lucky with the conversion, the Intrepid and the Defiant too.
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Youll be lucky to get the bridges into max with textures.. if you do you can send the stock bridges our way :)
As for the models, if you want to use for renders thats fine, as long as you dont forget to credit the people who worked on them.
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hehe, yeah, thanks...
you're right. actually the Sovereign bridge is a hell of a mess: duplicated vertices, overlapped faces, blocks out of place..... not to mention it came without UV mapping, so I have to remap it myself >.<
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you can use nifskope view to convert the model to obj and then import the obj to MAX.. it looses mapping and smoothing groups but itll probably be better then what you have atm.
Im working with the NifTools team to hopefully get a max importer made using the niftools library, that would be able to import everything 100%.
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ooookay..... I preety much solved the problem....
now I know what the manteinance guys felt in Nemesis when fixing the damages......
next: mapping, smoothing, and lighting. next, porting, then, start filming!
(http://img503.imageshack.us/img503/5070/ebridgejj9.jpg)
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Ok - i'll ask.. How did you do it? :mrgreen:
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I ported the crappy thing to Autocad, then used referenced rotation with snapping to align the blocks to the grid.
then, I merged the blocks together taking the holes in the main structure as guide.
was a big jigsaw puzzle.......
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I'm thinking the 3rd Era will want a copy of your fixed up stock mesh, for future updating :D
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No, I already have a mesh at that stage using niftools... hopefully I can find someone willing to update the max tools so itll import the whole thing
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I've just dl'ed nifskope....
?.? I wish I knew about it before....... -.-
I accidentally ported it to .obj without keeping the mapping coordinates, so if you just keep that checkbox activated, I think Max should not have problem on loading the textures.
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I imported the material library with it but it lost the maps still, however it kept the mapping co-ords