SFCII -> Legacy Textures? -1 reply

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ArmyOfNone

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8th January 2007

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#1 11 years ago

(So my search didn't pop up anything about Starfleet Command ships being added to Legacy, but if anyone already has a post about that, please inform me!)

OK, so I want to add ships from Starfleet Command II to Legacy. I've got the .MOD -> .M3D conversion and .ODF down pat, but the textures are givin' me issues (mostly due to the fact that they are all separate .BMP images, as opposed to conjoined .TGA or .DDS in Legacy). I have MilkShape 1.8.1 w/all the Assimsoft importers and exporters installed, plus the Legacy exporter.

If anyone has any suggestions/solutions on how to convert the textures from SFC-readable to Legacy-readable, I'm all ears!

Thanks in advance!




gdata

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10th January 2007

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#2 11 years ago

All you have to do is: 1. Open with Photoshop and save as DDS (you can add an alpha channel) 2. Open milkshape and change the assigned textures like this example1.bmp -> example1.dds example2.bmp -> example2.dds .... Then it is done. If it is an stock SFC ship you can use it just for you own Legacy, because it would be an EULA breach if you release it on LegacyFiles.




IKS

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15th February 2006

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#3 11 years ago

EULA? Are you serious, gdata? Everything about modding breaks the EULA because it is illegal modification and alteration of the purchased software.. If what you said was the case then we better get rid of all the mods.. If a SFC2 port is sent to Legacy Files then it will be posted By the way the company that made the SFC series, Taldren, Inc., are no longer with us




gdata

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10th January 2007

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#4 11 years ago

Sorry, but Gavin said something like this. But if you would release a hacked exe it is an EULA breach, but if they are not longer with us no one will mind. I think Bethesda would get angry if you were releasing something that comes originally from Legacy....




Datarock VIP Member

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18th April 2006

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#5 11 years ago

IKS_YO_MAMA;3646635EULA? Are you serious, gdata? Everything about modding breaks the EULA because it is illegal modification and alteration of the purchased software.. If what you said was the case then we better get rid of all the mods.. If a SFC2 port is sent to Legacy Files then it will be posted[/quote] No, you were misunderstood. Any modification is fine for Legacy, as long as it does not modify the .exe in anyway. As no-one has done this yet, every mod is fine for use and does not breach the EULA. ;)

[quote=gdata|borgdatenbank;3646721]If it is an stock SFC ship you can use it just for you own Legacy, because it would be an EULA breach if you release it on LegacyFiles.

Unless you have permission from the SFC developers, or if you have modified the file. As IKS already said, the developers are no longer with us, so releasing it should be fine. I'll look that one up, but i see no problem with it.




tommyray

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16th May 2007

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#6 11 years ago

to armyofnone- i have already ported several sfcIII ships to legacy myself, and it works just about the same way. everybody's always going cooky about, oh i have got to have some kind of importer/exporter to be able to get a texture file to work correctly, but really you don't when it comes to textures. though, respectfully i'd take gdata's advice first which will undoubtedly work. but if you need a quicker way, one that works for me is that you can simply change the file extension on the bitmaps to that of targa (.tga) or directdraw surface (.dds). to view extensions i file names: open a windows explorer window, click Tools -> then Folder Options -> then View tab ->then deselect 'Hide extensions for known file types'. after that you simply right click> rename and delete .bmp and enter in .tga or .dds (the files i did this with seem to automatically assign A-channels when i open them with photoshop) as for renaming the textures in ms3d i did it once and my ships wouldn't work, but when i left them alone with the textures saying .bmp, the ships worked fine. so i don't think changing them matters though maybe it will. home this gives you or someone a little more info on something




tommyray

crazy tom

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16th May 2007

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#7 11 years ago

to tell the truth, i've actually done the texture renaming both ways. i believe the adobe website has the .dds importer/exporter you need for the textures if you don't have it already. (this goes for anyone who is looking for it) i just think any alternatives are nice especially when you're trying to get something as complicated as this can be to work. -tommy




Guest

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#8 11 years ago

Ok I have a question about importing from the Starfleet Command games. I can convert the MOD> M3d but the part that gets me is the ODF. How do you know which hardpoints to use for weapons, engines, etc. I wanted to install the Romulan Griffin, and it has hardpoints shown in milkshape. But do I just name them such as hardpoint 1 then in the odf file use hardpoint 1 for engines or is there more to it that I'm missing.




tiptop

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14th August 2005

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#9 11 years ago

I think You have to make new hardpoints. Try to delete all the joints and create new ones. If You don't know how to name them , read the readme file from M3d exporter.




AdmiralHocking

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30th April 2006

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#10 11 years ago

IKS_YO_MAMA;3646635If a SFC2 port is sent to Legacy Files then it will be posted [/quote]

The network administrators would remove such files, as is said on every file submission page;

We won't accept any files whose contents seem legally questionable; this includes files that embed a hacked executable or include copyrighted materials used without explicit consent/permission e.g. ripped off from an other game/mod.

[quote=Gavin1701;3648360] As IKS already said, the developers are no longer with us, so releasing it should be fine. I'll look that one up, but i see no problem with it.

Copyright lasts for seventy years from the end of the calender year in which the last remaining director, author, composer or developer dies. As they are still alive it would be a breach of copyright.

:)




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