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[Help] Help Wanted! Conversions for Armada II for the MSFC community.

USS_Excalibur

The Starfleet that's anything but human.
Joined
10 Sep 2010
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Hey guys, I just got permission to have converted (and shared with the community of MSFC) the USS Kelvin model produced by the Light Works Studio in promotion of Star Trek 2009. And I would appreciate any help for conversion. Since its been rendered for wallpapers originally, I doubt the node system is anywhere near compabtible for STA2/FO. So I know very well it will take some work. But I figured that it would be a good resource for everyone.

Because of the sizes of the files I had to compress the model separate and split up the textures. But I made sure and I got them all. The image that I attached called Kelvin Map.jpg is just a simple conceptual idea of how the hardpoints would be laid out (optional, but its easy enough).

Please keep in mind that it is in Lightwave Format.

I have other resources that I am still waiting for replies from the authors in terms of permission. All vessels that are either non-existant in the Armada II communities, or the known models of the A2 community have had a share of issues (such as texture problems, model issues, etc)

Upon conversion, I will assemble credits where due, and of course release it only for MSFC. So whomever is willing to undertake this project, while yes it is gonna be some work. You'd help make a major contribution.
 

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Majestic

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Hey guys, I just got permission to have converted (and shared with the community of MSFC) the USS Kelvin model produced by the Light Works Studio in promotion of Star Trek 2009. And I would appreciate any help for conversion. Since its been rendered for wallpapers originally, I doubt the node system is anywhere near compabtible for STA2/FO. So I know very well it will take some work. But I figured that it would be a good resource for everyone.

If it's the model I believe it is it is what, several million polygons? It would be much better just to remake the model and apply the Light Works textures to is as A2 you really shouldn't put anything over 3-4k and A2-FO 10k is the highest I would go to avoid lag.
 

USS_Excalibur

The Starfleet that's anything but human.
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10 Sep 2010
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30
Well, I can understand your perspective as a modeler. And of course I am simply asking if someone would want to take it up. No one is under obligation.
 

Majestic

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Well, I can understand your perspective as a modeler. And of course I am simply asking if someone would want to take it up. No one is under obligation.

I was just letting you know it was easier to do it this was as the model would have to be massively reduced to even be able to load in A2. ;)
 

Jetfreak

Filipino Expat
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22 Mar 2008
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I am really starting to wish there an option for a dislike button.

I always try to be in good terms with everybody but I have to be blunt. I've seen my fair share of modding blunders but this one really takes the cake.

---
RANT: What is it exactly you hope to accomplish by converting a million-polygon model for Armada 2? Excuse my language but that is downright idiocy.

Listen USS_Excalibur and I really hope you read this: I'd tone down that annoying hubris until you realize how laughably ridiculous your undertaking really is.

Getting your hands on Tobias Richter's TLW model is great if you want to render high quality images or make fancy animations with 3ds Max or Lightwave. But porting the damn thing into a geriatric game engine really makes me question your mental abilities.

No one is under obligation indeed. Sometimes I get the impression you just like to troll people with overambitious drivel.
---

But I digress, wouldn't it be more practical if you looked for a game-ready model of the Kelvin? How about WileyCoyote's mesh? It weighs in at 20,000 polys a piece but its hell a lot better than that million poly monster.
origins_by_jetfreak74656-d64lsi4.png
 

Hellkite

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In all honesty I think Jet is right it be more practical, feasible and logical to go with a game-ready model.
 

kjc733

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Major contribution is correct! I may download this just for interest but in all honesty I doubt my PC would be able to handle it.
Poly reduction can be a difficult and time consuming process. It took me a while to reduce my 70k Righteous down to about 3k and that was my own mesh which I knew intimately.
Don't get me wrong, she's a beautiful mesh with a tonne of detail... and well done getting them to release it... but you're going to lose it all in the reduction process - so why bother?!? As the above have said, you'll save a shed load of time either building from scratch or reducing a BC mesh.
 

USS_Excalibur

The Starfleet that's anything but human.
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10 Sep 2010
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30
Alright then... I guess I'll have to see about getting myself a copy of Lightwave and fiddling around with the other models I got in my arsenal. Dunno how much it is but I guess I'll have to find the money for it. Not to mention 3DS MAX models.
 

kjc733

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If you decide to go ahead with it then I wish you the best of luck.

But I do have one question - why are you so determined to use this mesh?
 

USS_Excalibur

The Starfleet that's anything but human.
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Well, after opening it up in blender (which has been rather confusing), it seems I'd have to possibly get involved in doing all kinds of things including flattening the windows, and changing the turrets. I think its beyond my current reach. I am gonna see if other models that I can find would be able to be poly reduced. But I dunno where to start. I hope I can learn plenty.
 

MajorPayne

Crewman 3rd Class
Joined
11 Jan 2012
Messages
120
Heres a suggestion and something I've recently done with an 84,000 poly 3d max based model. Now bare in mind that I use milkshape 3d which can only handle up to 65,535 polys when importing an Autodesk 3ds file. Also for this example I'll use 3dmax with one of its own files.

First: Load up the model as normal and then hope that the poly count isn't overly massive (anything above 300,000 polys and you'll be hardpressed to separate the mesh sufficiently). One thing to note here is that if the original model is already split into groups it can take much longer than a single mesh but allows for better control when deleting individual sections.

Second: Select each section of the mesh (known as a grouping) and right click to convert the mesh section to editable mesh function. From the right select either the function to select by vertex or face (each face is subdivided into two triangles in 3d max so you'll be selecting individual/multipls triangles). Then delete unwanted faces/vertexes (confirm to also delete hidden/orphaned vertexes if prompted to)

Third: Click on the CREATE button on the right (looks like a cursor arrow) and then select the next mesh section and repeat, until your happy with the resulting mesh.

Finally: Export as a 3ds but don't save the texture co-ordinates that 3d max uses. It sometimes messes up the geometry (although this is rare).

Using this short method I managed to drop the poly count of the model I'm using from the 84k to around 41k which loads fine in MS3d so I can begin my own rebuild of each section to a much lower version.
 

USS_Excalibur

The Starfleet that's anything but human.
Joined
10 Sep 2010
Messages
272
Age
30
Well, I appreciate the tips. I'll see if there is poly reduction tutorials for Blender. And I'll see how much I can reduce the model size. Hopefully avoiding any major mistakes. If there is a poly counter in there, I'll refer to it regularly. And I'll have as a goal about 80k for the first stage reduction, and then after that I'll see where to go from there.
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
While converting the model wouldn't really be possible, I would use it as a template to make a very accurate low poly model with accurate textures.
 
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