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Published: 2012-07-29 06:58:09 +0000 UTC; Views: 995; Favourites: 15; Downloads: 35
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Description
I have 3ds max for the next 30 days and I am busy converting everything over to something Poser can read. I still need to find a obj to pp2 converter for Poser.The original mesh is the Larson Class by David Metlesits here at Deviant Art
[link]
I haven't split the obj up yet, but I'll get around to it after I finish up kitbashing his TOS Miranda
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Comments: 6
ssgbryan [2012-07-29 16:18:34 +0000 UTC]
Good Morning mdbruffy, and thanks for the input.
I have the connie & the parts kit that greywolf starkiller made (along with everything else in the files to share). It is what led me to kitbashing all of David Metlesits' ships. I get around the registry problem by taking the model into hexagon and deleting the registry. I then recreate it as a texture in photoshop elements. That way I can have any ship registry I want. See "On Patrol" in my gallery , The destroyer is a rebadged Saladin (The Conte di Cavour, NCC 569) and the Von der Tann is a kitbashed Pilot Constitution.
I am still having a minor issue with registry numbers on the engines, but fortunately, you can't look at the port & starboard engines at the same time. I haven't figured out how to texture the engine nacelles individually, but I am sure that as I putter around in Photoshop, I'll figure it out eventually.
What I am trying to do is set up each ship just like mattymanx does his poser conversions over on foundation3d. I can import the obj and save it as a prop. The problem I am having is that the obj is inserted into the pp2 file instead of reading the .obj file in the Geometries folder. The direct import method also requires me to manually edit the pp2 to read the texture files - that part is easy (cntrl-c, then cntrl-v), but it is time consuming. I know there is a way to fix this short of deleting each vert in the pp2 file, but I can't find the tutorial that would tell me how - it exists, but I didn't think to download it.
My Hexagon skills are negligible, but I do have a way of (slowly) stripping out each section - primary hull, secondary hull, engine nacelles, engine struts, phaser mounts, etc and saving them as individual objects. This has been useful, because some of David's ships have weapons, but most of them don't. This way, I can just add any that are missing, or I can create an entirely new ship.
As an example, I am kitbashing David's TOS Miranda ship. I don't like the flying bridge, so I deleted that, removed some greebles, lowered the upper deck portion of engine nacelles, and I am replacing the standard engines with the engines on his Pilot Enterprise model and the ships in this fleet are from the Reserve fleet, like the Von der Tann elsewhere in my gallery. Think Phase 1/2 as opposed to Phase II Star Trek. The time-frame is right before the Federation-Klingon War described in "Spock Must Die!"
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mdbruffy [2012-07-29 12:46:15 +0000 UTC]
You don't need aq pp2 converter. Just import your obj into Poser and the file will be created when Poser adds it to the Runtime. I've been a Poser used since P5. Also, if you check out our"Files to share" folder, you'll find a ship kit and an add-on kit that will let you make most Starfleet classes. The only problem with the kit is the only registries it has are for the original Constitution-class ships.
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Roguewing In reply to mdbruffy [2012-07-29 18:22:25 +0000 UTC]
Right on target here.
Import. Make sure it's all scaled right. Get the textures applied (if necessary)
Save as prop
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ssgbryan In reply to Roguewing [2012-07-29 22:29:24 +0000 UTC]
The problem with the straight import is that Poser doesn't make a relative reference the .obj file (in my case Runtime:Geometries: DMetlesits:USSKelvin.obj) - it puts the obj file inside the pp2 file. With this ship for instance, the pp2 file is 19 megabytes. The reason I am looking for a pp2 converter is so that I can shrink the pp2 file from 19Mb to 16Kb. I really do not want to delete the obj information:
v -0.000000 0.144284 0.160092
v -0.000000 0.144228 0.158689
v -0.000251 0.144228 0.158712
v -0.000493 0.144228 0.158779
v -0.000719 0.144228 0.158888
v -0.000923 0.144228 0.159036
line by line by hand. That will take a very, very, very long time. The obj file is already created and I have put it in a Geometries folder, there is no reason to have all of the information in the pp2 also.
In addition to that, the texture file locations are hard coded into the pp2. That is fine if the prop (or character)never leaves my computer, but if I want to put it up on Foundation3d along with the rest of the Poser conversions, then I have to go in and change the hard coding to relative runtimes, as above and then get it into a proper Poser runtime.
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Roguewing In reply to ssgbryan [2012-07-29 23:34:34 +0000 UTC]
Okay, I definitely see your problem.
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