How do I convert A2 models to A1? -1 reply

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td_rand

Good Bye Prime Directive!

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20th August 2003

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#1 12 years ago

How do I convert Armada 2 models to Armada 1?




-SpArKs-

E = mc 2

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1st December 2005

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#2 12 years ago

Don't think your allowed to do it...

I will ask a moderator. If it is allowed, i will post the answer to your question.


the internet is skynet



[Sonic]uk

known before as paulhanselluk

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26th June 2005

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#3 12 years ago

Shurly you would be allowed as long as no-one profits from them ........




Major A Payne

The 6th Day

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7th August 2002

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#4 12 years ago

Rand. For information on everyones part. The conversion of ANY model from one game to another is reliant on several things:

1) If the model is stock (i.e from the original developement team), and provided no payment or profit of any kind is taken for them, then it is perfectly fine. You will also find it better if you can provide some credit to the original creators of the materials you use.

2) If its a third party model, then you will be required to get permission to use their work, in nearly all instances. Just remember that if you can't secure permission then its still polite to provide full, and undisclosed credit to the original creators.

As for converting A2 to A1, you'll need the following:

- Milkshape 3d, Ultimate Unwrap 3d or Lithium UVMapper. - Paint shop pro, Photoshop or some other program that can load/save Truevision tarGA (TGA) based images. - The milkshape 3d import plugins.

The conversion is fairly simple as long as you have the necessary tools:

1) Load up the A2 model, and at this point Milkshape 3d (MS3d) will be easier as it retains the original hardpoint hierarchy. Just reexport the model back out as Armada 1 format. Using other 3d model importers will require you to redo the hierarchy. 2) Armada 2 textures use Alpha channels in the texture files. The alpha channels carry the models "lightmap", which makes things such as nacelle glow and hull windows brighter than normal. You will need to remove the light map and then resave the texture as an UNCOMPRESSED, 24BIT color image.

I'm not going to go any further in depth as this is the quick way. Just remember to sort the ODF out so that you've given it the same hardpoints setup as the original model.