Create new and edit existing NS2 models

Legend_BossLegend_Boss UK Join Date: 2014-02-27 Member: 194394Members
I am wanting to combine two models into one and edit the surface of another model.

The models I want to edit can be found here:
https://www.dropbox.com/sh/ghiecj0jht2vi4j/AACL8gEVS5J5dk5OzNgaNubMa?dl=0.

I want the two models for the lift to be combined into one. I want them to be in the rough position as it currently shows on my map (between Room X and Bar). The reason for this is to ensure the elevator and door remain in sync as it's possible to get the door down and lift up. (check map out to fully understand)

For the window, I just need part of the surface of the model removed as I use it as part of an entity which doesn't recognise commander invisible. It's the other side from the side which has arrows on it.

I may later also like to just edit some models to add things as I have a few "filler rooms" which I will/may eventually change.

I searched the forums but came across posts from several years ago. Can someone
1. recommend a simple way to open and edit ns2 models.
2. if it's a quick task for someone, do the above for me, or tell me what software to use (point 1). I would like to know for future reference anyway.

Thanks in advance.

My map on steam
My map on the forum

Comments

  • SamusDroidSamusDroid Colorado Join Date: 2013-05-13 Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    Apparently we are not allowed to send people source files, so I cannot help you there. I may be able to combine them myself and send it to you though, If I have time
  • Legend_BossLegend_Boss UK Join Date: 2014-02-27 Member: 194394Members
    SamusDroid wrote: »
    Apparently we are not allowed to send people source files, so I cannot help you there. I may be able to combine them myself and send it to you though, If I have time

    That would be great if you get the chance. I presume by that there is no way to edit them in an open software. It will only need to be combined roughly when the lift is closed. You should understand when you see it
  • SamusDroidSamusDroid Colorado Join Date: 2013-05-13 Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    You must have 3ds Max 2009 32-bit and the source files to edit models
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    Well that tears it. I definitely need to work on a model importer for Blender then! :)

    Until then, you can convert .model files using this utility: http://dev.cra0kalo.com/?p=103
  • ArchieArchie Antarctica Join Date: 2006-09-19 Member: 58028Members, Constellation, Reinforced - Supporter, WC 2013 - Supporter
    BeigeAlert wrote: »
    Well that tears it. I definitely need to work on a model importer for Blender then! :)

    Until then, you can convert .model files using this utility: http://dev.cra0kalo.com/?p=103

    Although cra0kalo did a perfect job for this hackjob, doesn't change the fact that you can't jump in pull out all the .dae/.maxx files to use with it to replace say a skulk model, best you could do is attach some hackjob ontop of a skulk.

    can't wait to see your version, it's really what is stopping me from doing anything, would make protyping much more faster and enable creation of many props/mods!
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    nizb0ag wrote: »
    BeigeAlert wrote: »
    Well that tears it. I definitely need to work on a model importer for Blender then! :)

    Until then, you can convert .model files using this utility: http://dev.cra0kalo.com/?p=103

    Although cra0kalo did a perfect job for this hackjob, doesn't change the fact that you can't jump in pull out all the .dae/.maxx files to use with it to replace say a skulk model, best you could do is attach some hackjob ontop of a skulk.

    can't wait to see your version, it's really what is stopping me from doing anything, would make protyping much more faster and enable creation of many props/mods!

    It's no more a "hack-job" than my Blender importer would (theoretically) be. The only data that is "lossy" would be the animation data, and I'm not even sure I'm going to write an importer for that. Apart from that, it's really only a matter of merging duplicate vertices (spark separates them when exporting).
  • ArchieArchie Antarctica Join Date: 2006-09-19 Member: 58028Members, Constellation, Reinforced - Supporter, WC 2013 - Supporter
    edited November 2015
    edit:okay i figured out how to simply just use animations from .smds in 3dsmax, ahh so simple to just save animation and resample them at the right rate!

    edit:https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax/files/GUID-FE69FC7B-F9AC-408A-90E8-C05242C92F73-htm.html

    will help whoever needs to learn.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    one small problem @nizb0ag those instruction are for 3dmax 2015, and you have to use 3ds Max 2009 to export animations currently.
  • ArchieArchie Antarctica Join Date: 2006-09-19 Member: 58028Members, Constellation, Reinforced - Supporter, WC 2013 - Supporter
    Soul_Rider wrote: »
    one small problem @nizb0ag those instruction are for 3dmax 2015, and you have to use 3ds Max 2009 to export animations currently.
    Yeah well the theory is the same thing, i just applied it to the 2009 version, still works fine.

    You can either select the animation or select all and export them, no need to even do it like how it says in that article, it'll help whoever needs it regardless if they use there noggin :P
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