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Hello everyone,

just joined this nice community because I have a question about the SHTUP's models.

I would like to import the models into 3D Studio Max with their textures "on them". Converting the BIN files from SHTUP's obj folder into 3ds files was no problem with the FreeTheObjects tools. However, after importing them into my Max scene, they were all black, and when I tried to get their materials via pipette, it gave me a multi/sub-object material with four materials which in turn each had an empty bitmap texture with a name consisting of some Chinese symbols (I guess). Unreadable, I assume. After some research, I found out that SS2's objects have their materials stored in the txt16 folder with matching names. However, the SHTUP models often don't have corresponding texture files.

So, the TL;DR version: See thread title ;)

Thanks for all helpful advice in advance & a big Thank You to all who contributed to the SHTUP.

67436692bc361voodoo47

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it's because some models simply load the textures from the original SS2 RES files. anyway, not exactly an expert on models, better wait for Olfred.

in the meantime, you can check these;
https://www.systemshock.org/index.php?topic=6516.0
https://www.systemshock.org/index.php?topic=5970.0
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Thanks for your reply. Yes, I suspected that some updates models still use old textures. Some models, even from the old obj folder, don't have any textures by the same name whatsoever. I think I've read that one of the cbf files in the SS2 directory holds references to each model's texture file, but so far I haven't been able to to find how to open them.
At the moment, I have the "boxc" model from the SHTUP imported into max and I can't find a texture for it    :/

67436692bc61dvoodoo47

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you can check what textures the models loads pretty easily with a hex editor, just open the bin file and search for pcx and/or gif (sometimes tga as well).

underscore in the texture name may indicate a sequence of textures, like s_.pcx, s_1.pcx etc, this means the model will go through all of them (even though only the first one is referenced in the model) then start again from the first one (a blinking display, for example).
[boxc.JPG expired]
« Last Edit: 25. January 2015, 13:42:17 by voodoo47 »
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Thanks, that helped me get the texture filenames. Unfortunately the UVs don't seem to be converted right. I don't suppose there is an archive of 3ds files with correct textures for all the models? ;)

67436692bc840voodoo47

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Olfred would be able to answer that, probably.

67436692bcb9aRocketMan

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When I import objects into MAX from .bin format, the textures never port over properly in the sense that you can't see them in the viewport and you can't see them in the material library.  Rest assured however, they are there.  If you were to make a change to a polygon for example by applying a new texture to it and then convert the model back into bin and play in-game you'll see the original texture on all the parts you didn't touch + the new texture on the polys you did touch.  Reconverting back to 3ds from there will always have the same effect of obfuscating the current textures and material IDs
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Yup, after some more testing with another model it worked. It takes some swapping of the submaterial orders, but otherwise it works as it should.
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When you convert the bin files to 3ds the toolchain usually goes like .bin to .e then .e to .3ds.
I haven't worked with 3ds in ages, and never with schock2 models so I don't know what it looks like.
But when I import 3ds files into Blender I only get "Material x" as Materialname (where x is some number).
So what I usually do is to look into the .e file which was created on the way and look up the texture file names in there.
You can open .e with a simple texteditor.

You could also ask ZylonBane if he might have some sources as he manages SHTUP.
And I would advise to ask for permission before you jiggle juggle around with the models and release something based on them.
I don't know about him, but I would like to be asked before anyone does anything with the models I made.
If it's just for personal use, well, that shouldn't bother anyone.
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Oh I don't plan to release the models, I am assembling some rooms in Max to use as top-down tiles for a boardgame :)

So far, I used bin->e->3ds conversion, then looked into the bin file via Hex editor to check to required material names, and then converted those materials into TGA so Max can read them, and assigned them to the multi-material. Works so far, it's just not too quick to do for each model ;)
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