TS and Milkshape?

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TS and Milkshape? // Roundtable

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Post by MikeJoel // Sep 4, 2008, 11:17am

MikeJoel
Total Posts: 266
Hope this is the right area of the forum to ask this in.....


Anyone know of a free plugin (or someing) that will get a truespace .cob file (with textures/bumpmaps) into milkshape?


As many know I am still stuck in v 3.2 and it exports in 3ds, asc and x (at least these are the usefull ones). But not with textures.


If I could somehow get the cob over to milkshape and export it into those then I wouldn't have to re-texture them.


I did find a plugin for blender but it doesn't bring the textures over with it.


I really would like to find something that would let me get them into other formats without re-texturing (free is really good :D )


Thanks

Mike

Post by 3dfrog // Sep 4, 2008, 11:34am

3dfrog
Total Posts: 1225
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the best is ultimate unwrap 3d pro. It is essential in my toolkit. But it is 60 bucks

Post by JimB // Sep 4, 2008, 7:25pm

JimB
Total Posts: 341
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You could try the LUUV plugin found here http://pinacoderm.com/tsx/luuv/



Jim

Post by Tiles // Sep 4, 2008, 9:50pm

Tiles
Total Posts: 1037
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Don't use the newest version of LUUV with trueSpace 7.6. There is still LUUV onboard, you just need to load it. Modeler uses the older version 1.1.4. The newer version 1.1.5 will make trouble with Modeler.

Post by MikeJoel // Sep 5, 2008, 3:56am

MikeJoel
Total Posts: 266
Afraid I am still stuck using the old TS 3.2 (I know, I know).

I have used the Luuv to export to .obj and it sometimes works, but sometimes it crashes and won't convert. If I can get it to convert then everything is usually fine since it exports the textures with it. But like I said a lot of times it won't. I don't know if it is because the model has a lot of polys or what. I have tried making sure it is triangulated before using the luuv and it still won't on some.


Basically if I could just get the .cob file into another app like milkshape, blender or metasequoia with it's textures (blender and metasequoia can open .cob files but neither bring in the textures) then I would be set since I could then save it to other formats.


Thanks for the help,

Mike

Post by TomG // Sep 5, 2008, 5:25am

TomG
Total Posts: 3397
By textures, you do mean images applied to the surface using UV mapping? If you mean procedural shaders like the chrome, marble, etc, then they won't export into anything, as they are dependent on the render engine. Same with reflectance shaders, since they too are dependent on the render engine.


When moving from engine to engine, you can expect plain color, texture map, and phong properties to safely export.


If you do mean that kind of texture, then you may need a third party converter such as Deep Exploration, you'd have to do a search to see what is out there and what might work (most cost money though).


Manual triangulation may be necessary too. Holes and similar with floating vertices are not good when exporting and may be causing your crash. Many long thin triangles crammed together can also be a problem, and those often result from auto triangulation. Doing it manually means you can have a neater final product (tS7.6's Quadrify tool is a good auto solution though, better than earlier version's triangulation). You can see the bitesize video on holes for some information about what sort of geometry causes problems, though done in terms of VE export, the same applies for export to other formats and apps.


HTH!

Tom

Post by MikeJoel // Sep 5, 2008, 5:36am

MikeJoel
Total Posts: 266
Ok. I have so far found a nice (free) app LithUnwrap. It opens .cob files with their textures and UV maps. Sadly it doesn't bring over the bump maps.

Post by JimB // Sep 5, 2008, 6:11am

JimB
Total Posts: 341
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Accutrans is non expiring and is worth a try.

http://www.micromouse.ca/

Post by MikeJoel // Sep 5, 2008, 8:52am

MikeJoel
Total Posts: 266
Accutrans is non expiring and is worth a try.

http://www.micromouse.ca/


Yes that program imports the textures too. Great. Thanks. Sadly again it doesn't seem to bring over the bump maps.


But still this is better than having to do it all by hand.


Thanks

Mike
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