ChrisBV Posted February 2, 2009 Posted February 2, 2009 Say I wanted to "port" a 3D model from MS Flight Simulator 2004 into Strike Fighters/Wings Over Vietnam/Wings Over Europe. Could it be done? Any answer would be highly appreciated Quote
EricJ Posted February 2, 2009 Posted February 2, 2009 Alot of it is legality issues, i.e. if it's a model you did for FS2004 yeah no problem. If it's by somebody else and they bless off on it, no problem. If you stole it and claim it's yours, big problem. Quote
ChrisBV Posted February 2, 2009 Author Posted February 2, 2009 Alot of it is legality issues. Legal and moral issues apart, is it technically feasible or not? Quote
Nixou Posted February 2, 2009 Posted February 2, 2009 Legal and moral issues apart, is it technically feasible or not? I think any 3D file from any game is usable as soon as you can convert it to Wox 3D format (LOD) with the appropriate software. Much A-team aircraft original 3D files come from different other games and have been reworked to Wox. Quote
+Veltro2k Posted February 2, 2009 Posted February 2, 2009 Legal and moral issues apart, is it technically feasible or not? I doubt its possible, MS uses s file called MDL and MDL2 . Not compatible with any of the 3d sofware being used for the SF series. Quote
+russouk2004 Posted February 3, 2009 Posted February 3, 2009 As above...only if its in a format imported into 3ds max with proper plug ins...tho most need a lot of work even if you do import them succesfully... 3ds files from popular MS sims is usually gmax....which still require a lot of additional work to convert to an exportable model to the TW series... Quote
+Soulfreak Posted February 3, 2009 Posted February 3, 2009 (edited) it works, you don´t need the maxfile, you can convert the mld, mld2 files into Gmax format. the only disadvantage is, that all animations are lost. But you need the ok from the Modell creator, or from the one who´s got the rights of the model. Edited February 3, 2009 by Soulfreak Quote
mustang60348 Posted February 3, 2009 Posted February 3, 2009 Yes, it is possible and easy to do as well. As others have said, lots of work needs to be done...but the work is fairly easy if you are used to working with Thirdwire games. Quote
+Veltro2k Posted February 3, 2009 Posted February 3, 2009 Yes, it is possible and easy to do as well. As others have said, lots of work needs to be done...but the work is fairly easy if you are used to working with Thirdwire games. hmmmm this can get ugly then Quote
+76.IAP-Blackbird Posted February 3, 2009 Posted February 3, 2009 Veltro have you tried the RF-84 ??? this babe is not ugly and she works great! Quote
+Veltro2k Posted February 3, 2009 Posted February 3, 2009 (edited) forget it then Edited February 3, 2009 by Veltro2k Quote
+76.IAP-Blackbird Posted February 3, 2009 Posted February 3, 2009 ah ok this threat went a bit off ... ok now it`s clear :-P Quote
mustang60348 Posted February 3, 2009 Posted February 3, 2009 What could get ugly, If you have permission from the original author , there isn't a problem there. The conversion is 'easy' once you have done it a couple of times at least from FS2004 to SF series. I have done conversions from FS2004 to Farcry, Armed Assault and a few other games. Quote
+SkateZilla Posted February 6, 2009 Posted February 6, 2009 Sometimes its quicker and easier to build the model yourself than it is to try and port it from FS2xxx Series, FS2xxx Series ahve Higher LOD on their models About 30,000 Plus Polygons, plus Pixel shaders, Extra Mappings and Shadows, Thirdwire's Engines use about 5,000 ish per aircraft, while 3rd party models use upwards the FS2xxx Area, you need to realize the differences in the engines, Thirdwire's Games render upwards 20+ Aircraft on screen, where as FS2xxx your usually flying alone with a FEW AI flights around you. So Benefits of Building it yourself are: -Better control of the Polygon Count and the Model's Quality (Taking a 40,000+ Poly Model and Reducing its Polygons sometimes has really nasty Side Effects) -Better control of the models meshes -Better control of Animation and mesh pivots/normals -Better control of mesh mappings Converting a model doesn't really save time Unless you cant build the model yourself, it takes just as much time converting the model to .3DS and Setting up in Max, then Reducing and Optimizing the Polygons than it does to just build it yourself. Regardless both routes you'll have to Texture Map, Animate and Export into T.W.'s engine, then do all the required .INI Work. Quote
FastCargo Posted February 6, 2009 Posted February 6, 2009 I will echo DO's comments here. Having now done 3 models that either were in other formats, not made for simming, or had been run through the optimize routine in MAX, you spend A LOT of time repairing, replacing or rebuilding to get it to work properly and look good in the TW engine. In a lot of ways, it's more tedious than if you started from scratch, because you have to find the errors first, fix the errors without screwing up something else, then make sure it looks right in the TW engine. And god forbid if you're trying to do it without hosing up the mapping... FC Quote
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