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Welcome to Truespace 3D Modeling Tutorials.

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This is really just a casual easy going modeling tutorial forum for Caligari Truespace 3D modeling software. It features how to use TS to make 3D models with the software itself. You'll also find downloable files in the form of file attachments to some posts as well a some free 3D models uploaded by forum members. In addition to the main forum it has several sub forums for other Caligari modeling software like Caligari Gamespace 3D. We also have forums for Battlezone II Combat Commander, VRML modeling, and Unreal Tournament modeling plugins for Truespace. The original forum is about a year old now but is still actively maintained by my self as a general teaching aid to other people interested in 3D modleing in general. I welcome you all and encourage interested people to join the forum and share with others what you like about the art of creating things in three dimentional art forms.

The forum is under going constant changes to make it more fun and useful for forum members and web users who happen to stumble across us on the Internet. We also have a Live Chat feature for members wanting to yap with one another if their so inclined. Have fun and enjoy yourself folks. BNG123.

Making a simple Sabre Tank to learn how to use Truespace.

Disclaimer: The modeling tutorials in this forum assumes that you understand the basics of using Truespace as a modeling software. If you are not familar with the software I suggest that you visit the Truespace6.6 forum to learn how to use the software itself. This forum also has a subforum for modeling tips and tricks. I've had some success using the model side Truespace 6 that is included with Truespace 7.6, and 7.61 Beta 8 using the default X exporter and a 3rd party TSX based X exporter plugin called TrueX version 5. I've also used the Caligari ASCII COB and SCN format to get BZII models converted to version 1 XSI. Animation is doable with any of these Truespace 6 model formats.

Making a simple Sabre Tank to learn how to use Truespace.

Postby BNG123 » Wed Jan 04, 2012 11:37 am

Open Truespace 7.61 beta 8 and hit the Truespace 6 tab. Now find the sphere icon and click on the left area of the menu bar to expand it. All of the menu bars in TS use this feature to keep the workspace uncluttered, however, expanding them makes using the various tools easier to access. Some menu bars are nearly hidden so look for them as tiny squares in the workspace and left click them to expand each 2 clicks are needed to expand them completely. They tend to clutter the space a bit but make using the modeling tools quite a bit more efficient and speed the modeling process substantially because they're fully visible for you the model maker.

Open the the ISDF Sabre tank in 3D Exploration; the XSI model pack can be downloaded at bzscrap.org and extracted to a folder to study the stock BZII and FE Project models. I used 3DEX to convert them to X models which can then then be imported in to TS 7.61 beta 8 and edited.

Now left click the Rounded Cube icon and left click the center area of the workspace to place the cube. Now find the Scene Editor icon and left click it to open the SE window. Now you will see an entry in the SE with your newly created cube object listed. How right click the cube and select rename and rename it main_body. The Sabre is made up of 17 or so model parts. For this simple tutorial were going to use nothing but cubes to create this model.

Now were going to copy the Rounded Cube object 17 times with the copy icon in TS and rename each cube with the parts listed in the XSI model example. Once this is is done we'll attach all of the cubes together in the SE to form on solid object representing our Tank.

All of the other cubes go under the main_body cube object. The way parts are attached in the SE is to left click drag an object and drop it on to the part we want it to go under. This is necessary to build the model for use with BZII.

The turret object has sub parts so some of the parts like recoil, so drag the recoil object under the turret object, and all of the hp_whatever hard points go under the recoil object. It would look like this turret then recoil and hard points under recoil. Once this is done then we can drag turret to under main_body. The various other cube objects can just be dropped under the main_body cube object.

As you drop objects under other parts you'll see a plus sign in the SE window representing what is called the models hierarchy or object tree. At this point we could export the model as an X model to get to ready for conversion to XSI with 3DEX, but first lets apply a simple 2D texture file from TS's Material editor on to the model.

Select the model and hit the Artist Palette icon to open the TS Material Editor. Left click the small arrow on the left side of the ME. This will expand it to show the other tools associated with the ME. Now right click the colored window to open the textures stored in the default ME texture library. Find the Caligari image and left click it a new window pops up to show the textures stored in the library. Select a cool texture and left click drag and drop the texture in to the ME editor window. To apply the texture to the model select the model and hit the funnel icon in the ME to apply it to your model.

The model is now ready to export as an X model. For this part I recommend installing a 3rd party TSX based exporter in to TS 7.61 beta 8. There's a forum posts that contains the TrueX5.TSX attached to the post as a zip folder. Extract this folder to your TS TSX folder. To install the exporter locate the Electrical Plug icon and left click it to find the new plug-in then select it and hit open. A new icon will appear next to the outlet icon on the menu bar. You only need to load it once after loading it. Now to export the model select it and left click the new plug-in icon to open the TrueX exporter dialog window. Use the search option in the window for the location of your BZII Addon folder, give the model a unique name and hit the Export Selected objects button. The plug-in will triangulate the model, play any animation it may contain and write the model to your Addon folder.

Once this is done you can just open the X model in 3DEX and convert it to XSI by right clicking the model and hitting Covert>Geometry>Softimage XSI>same folder and convert. The model is now ready for BZII after you create a custom ODF file for it. The way to do this is to open a stock ODF file from the BZII data.pak file with PakExplorer and opening it in Notepad. Then use the Save as option to create a new ODF file for you model name it with your XSI models name and then edited the new ODF to change the geometryName = to your models XSI name.

The model is now ready for testing in the BZII Map Editor. If you want to make changes to the model itself then remember to delete the MSH model in the BZII Bindata folder and repeat the steps listed above to modify the original TS model and repeat all of the steps again.

Did I leave anything out? Post any questions to this thread as a reply and I'll try to explain things a bit more.Image
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Re: Making a simple Cube Tank to learn how to use Truespace.

Postby JuiceBox » Fri Jan 27, 2012 5:42 am

Firstly, thank you for these tutorials. I decided I would try my hand at modelling, and followed through this tutorial. However, when I try to open my Cube Tank in BZ2, the game crashes. Is there something I've missed?
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Re: Making a simple Cube Tank to learn how to use Truespace.

Postby BNG123 » Sun Jan 29, 2012 3:48 am

Update: Apparently, BZII has a problem using Cubes as model parts. Use Rounded Cubes instead of 6 sided Cubes.
Could you post a link to download the model? Then I could take a look at it and help determine the problem.
Common problems are model parts not named correctly, or object rotations not set to XYZ 0 0 0.

Code: Select all
ERR |               debug:717  |22:29:41|24119  |vertfeat->objCount(8) > normfeat->objCount(6): Cube.xsi
I've gotten this error if the save normals is not Xed in the 3DEX Sofimage exporter settings.

I believe the tutorial is based around the ISDF Sabre. So it should have a main_body, cockpit, turret, recoil_1, flame__1__h and flame_2__H, hp_com_1, hp_eyepoint, hp_cannon_1, hp_gun_1, hp_gun_2, and hp_special_1. Put the recoil_1 under the turret object the cannon under the recoil object the guns under the body. If you put a texture and use BZII PB 1.3.6.2 convert it with Mates BZ2DXT utility. [Export it with the Truex X exporter provided in another post.] Open it in 3DEX and convert it with the following settings.

Image

PS: If your using the default TS X exporter then add double spaces to the end of part names in the Scene Editor to get the parts to read correctly in BZII prior to saving the model.
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