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Taldrenites => Starfleet Command Models => Topic started by: animerx on August 31, 2009, 01:18:39 am

Title: How do you make a _brk model?
Post by: animerx on August 31, 2009, 01:18:39 am
Hi,

I've just recently started messing around with modding SFC3, and after a few days of work, I've finished (mostly) my first model.

While I've managed to find a bunch of helpful guides on how to assemble and texture my ship, move hard points, and so on, I can't seem to find much information on how to make a working _brk model.

I've tried emulating what I see in the stock _brk ships, breaking my ship into 4 groups and naming them *ship_brk_1, 2, 3, etc., with accompanying joints named *ship01pivotpoint, and so on, but so far nothing actually breaks off when the ship explodes.

So, could somebody please explain to me how to make a _brk work correctly, or at least point me towards a guide somewhere? Any help you be appreciated.

If anyone's curious, here's my lame ship.

http://www.megaupload.com/?d=5NCK9Z7V

It's an Intrepid class with a bunch of totally unnecessary nacelles and a few guns strapped to it. It started as a bit of a joke, but I've grown to like it.
Title: Re: How do you make a _brk model?
Post by: Rod ONeal on August 31, 2009, 01:26:19 am
Here's a tutorial to make a simple break mod. You will need either studio max or gmax to do it in.

http://www.4shared.com/file/25793169/6d03229d/brkmod_tut.html
Title: Re: How do you make a _brk model?
Post by: animerx on August 31, 2009, 01:44:57 am
Wow, that was exactly what I was looking for. Thank you very much.

A second question: does an import/export plug-in exist for 3d studio max 9? I'm tired of having to juggle between that and Milkshape to get the .mod format.

Title: Re: How do you make a _brk model?
Post by: Khalee1 on August 31, 2009, 02:20:52 am
Nope no plug in for max 9. But how about a render or picture of the ship, round here thats sorta customary. that way people can look and if you don't mind it they will offer you tips on improving it.
Title: Re: How do you make a _brk model?
Post by: Rod ONeal on August 31, 2009, 03:34:05 am
No plugin for max 9, just 3 thru 5 and gmax. More bad news... Milkshape won't export break.mods, unfortunately. You can DL gmax though to use just for exporting to .mod. That's what I do.
Title: Re: How do you make a _brk model?
Post by: atheorhaven on August 31, 2009, 11:19:28 am
Agreed... there is currently no plugins for anything newer than 3dsMax 5, but there were rumors of someone knowing someone who could/would do it if they had time (ie: sometime before 2025).  That was a bit over a year ago now, and haven't heard an update yet..

But yeah, the easiest way to do a break mod is select and detach around 9 chunks of your main mesh, and once you've selected and detached everything from the original mesh, delete that object, just leaving the detached sections.  Then export it as a break .mod from gmax (I still use my good old trusty auction copy of 3dsMax r3.1 for doing it).

Title: Re: How do you make a _brk model?
Post by: pepperman on August 31, 2009, 03:43:02 pm
I would assume that if you have the programming skills, it should be possible to write the code for one.  RMcC, with the A2 community was apparently working on one for Armada 2.

Maybe motovation = funding to write such a thing...don't know. 

Here's a link if you care to read about it.

http://forums.filefront.com/st-a2-modding-editing/391690-3ds-max-sod-import-export-script.html
Title: Re: How do you make a _brk model?
Post by: Rod ONeal on August 31, 2009, 03:57:48 pm
We have the code. It's just a matter of finding someone who can recompile it for later versions of max. I'm sure Dave or Karnak, heck, probably ToastyO too, could do it. I believe that you need to have the version of Max installed on the computer you are compiling the plugin on though.
Title: Re: How do you make a _brk model?
Post by: marstone on August 31, 2009, 10:31:32 pm
We have the code. It's just a matter of finding someone who can recompile it for later versions of max. I'm sure Dave or Karnak, heck, probably ToastyO too, could do it. I believe that you need to have the version of Max installed on the computer you are compiling the plugin on though.

The code calls max.h header file.  So you would at least need the current header file.  There will probably be other changes needed also.  I haven't looked past the base of the code to get a better idea of the MOD format yet.
Title: Re: How do you make a _brk model?
Post by: Rod ONeal on August 31, 2009, 11:42:09 pm
I know when I asked to have the source compiled for gmax the person who did it said, "It was just a straight recompile" like there was nothing to it. I'd have to assume that it wouldn't be any harder for any other version of max.
Title: Re: How do you make a _brk model?
Post by: Kreeargh on September 02, 2009, 07:50:05 pm
Try export a 3ds file from max 9 and import it through gmax to brk and .mod it .
Title: Re: How do you make a _brk model?
Post by: Rod ONeal on September 03, 2009, 01:26:34 am
Try export a 3ds file from max 9 and import it through gmax to brk and .mod it .

That's the obvious solution, and what I had in mind for the .mod/gmax plugins. I figured it didn't matter what modeling program you made your models in, any of them would be able to export 3ds and then use gmax to convert to .mod.