COB files?

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COB files? // Roundtable

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Post by RonHiler // Feb 1, 2009, 6:13am

RonHiler
Total Posts: 30
Alright, I must be losing it. How do I get a COB file?


When I try to save, all I get are things like RsObj, RsScn, etc etc. Where are the COB files?


I need to bring models into UU3D. Is there something I'm missing?

Post by RichLevy // Feb 1, 2009, 6:20am

RichLevy
Total Posts: 1140
pic
Well, the short answer is... there isn't :D
Which means I probably need to give you the long answer :D

2 Ways.

Over the Bridge to Model side (I personally do not recommend)

Get the LUUV for WorkSpace utility from TB found here:
http://forums1.caligari.com/truespace/showthread.php?t=7609
This allows you to send a obj. file in or out of the WS side.(means import export to obj. format)

HTH

Rich

Post by RonHiler // Feb 1, 2009, 7:00am

RonHiler
Total Posts: 30
Hmmm, that's....unfortunate :) There goes my tS->C4 path I was going to use for models.


That script seems kind of convoluted. Do you think it's really the best way to get a model into UU3D for UV mapping? It seems like I just ought to be able to save the model and be done with it rather than have to go through a bunch of steps. In my experience, the more steps that are involved, the less likely it is to work (especially when it comes to file format conversions). Any more than two steps and it's almost guaranteed to be problematic, hehe.


I mean I'll do that script thing if I absolutely have to (presuming it works right), but I'd like to try simpler solutions first if at all possible.


Just as a test, I built a quick table. Four legs and a top out of five boxes, nothing fancy, just for testing. Not even any textures.


At first I thought a Collada export was the answer, but it doesn't work. UU3D chokes on the resulting DAE files, and C4 (the engine I'm using) loads a lot of nothing, so something is not working right with the Collada exporter.


Alright, if I can get the model into UU3D, I can convert it there into a DAE file (which is the only type C4 will take). I've extensively tested the UU3D collada exporter, and it works perfectly, so if I can get it in there, I have a path to C4.


I just tried the .x exporter. UU3D only loads one leg of the table. Grrr! Do I need to convert my five boxes into a single entity or something first? How do I do that?


Sorry, I didn't mean to turn this into a book. I'm just trying to find the easiest path into UU3D. Any suggestions, or do you still think LUUV is my best shot?

Post by RichLevy // Feb 1, 2009, 7:09am

RichLevy
Total Posts: 1140
pic
Hmmm, that's....unfortunate :) There goes my tS->C4 path I was going to use for models.


That script seems kind of convoluted. Do you think it's really the best way to get a model into UU3D for UV mapping? It seems like I just ought to be able to save the model and be done with it rather than have to go through a bunch of steps. In my experience, the more steps that are involved, the less likely it is to work (especially when it comes to file format conversions). Any more than two steps and it's almost guaranteed to be problematic, hehe.


I mean I'll do that script thing if I absolutely have to (presuming it works right), but I'd like to try simpler solutions first if at all possible.


Just as a test, I built a quick table. Four legs and a top out of five boxes, nothing fancy, just for testing. Not even any textures.


At first I thought a Collada export was the answer, but it doesn't work. UU3D chokes on the resulting DAE files, and C4 (the engine I'm using) loads a lot of nothing, so something is not working right with the Collada exporter.


Alright, if I can get the model into UU3D, I can convert it there into a DAE file (which is the only type C4 will take). I've extensively tested the UU3D collada exporter, and it works perfectly, so if I can get it in there, I have a path to C4.


I just tried the .x exporter. UU3D only loads one leg of the table. Grrr! Do I need to convert my five boxes into a single entity or something first? How do I do that?


Sorry, I didn't mean to turn this into a book. I'm just trying to find the easiest path into UU3D. Any suggestions, or do you still think LUUV is my best shot?


What ever works for you. Right now, that is the way that I am moving my models around. Going over the Bridge is a matter of experience, if your experience is different than mine :) by all means feel free.


Caligari has chosen to not include any import/export options into TS WS side than the ones you see. I am not in a position to argue the point for them, I am just a mere user.


It is a bit unorthodox, but I am having good results with it, keep the bridge on, remember to freeze your history and see if it does what you need.


Sorry, I can only offer that advice, I am not a programmer.


Rich

Post by RichLevy // Feb 1, 2009, 7:12am

RichLevy
Total Posts: 1140
pic
I have had decent success with the Collada export from TS, though I have not done it in quite some time. I thought UU3D was cool with their format. I know Photoshop was ok with it, shaders and all... but that was some time ago... so I probably should retry all of the programs again...


Sorry, not much help I guess.


Rich

Post by RonHiler // Feb 1, 2009, 7:44am

RonHiler
Total Posts: 30
Sorry, not much help I guess.


Not at all, you've been a big help. Not your job to do exporting experiments for me, I know, hehe.


I have a feeling the reason the .x exporter didn't work was because I created my table out of five primitives and it just picked the first one. I'm going to try it again using one primitive and extrude the legs and see what happens. That may even fix the Collada exporter too, who knows :)


EDIT: Yep, that works. You just can't use more than a single primitive (or if you do, I guess you have to export them seperately, which actually could be quite useful now that I think about it). I still didn't get the DAE exporter to work (UU3D complains about the format as either old or unsupported). But the .X file works fine. At least for basic geometry. How that will go for animations I don't know. But at least I have a working path from tS->C4, and that's what I need :)

Post by Jack Edwards // Feb 1, 2009, 12:45pm

Jack Edwards
Total Posts: 4062
pic
To export the whole scene with the X or Collada exporters you need to select the scene first. You can do this by going into the link editor and clicking the orange triangle then clicking on the scene brick (usually titled "Space 3D") or you can select it from the Scene View window.

To select from the Scene View window, you'll need to open a Scene View window from the icon flyout with all the different window types. Then navigate to the scene object. Usually something like this:

Kernel_root->Project->Space 3D (or whatever you've named your scene)

Once you have the scene node selected you can then use the X or Collada exporters to export the entire scene as one file.

Hope that helps!

Post by TomG // Feb 2, 2009, 4:32am

TomG
Total Posts: 3397
As noted you can save to COB from the Model side. Swap from workspace to Model, and there is a new "tS6 Files" menu option at top of the 3D window, which includes all the tS6 file formats like COB and SCN.


Note that this requires the Bridge to be set to On or Auto (otherwise content made in workspace will be in workspace only and you won't see it in Model side to save it). Also this can take some tricky watching of textures so that you don't lose those on the Model side (best to texture on the Model side if you are planning to export from it).


HTH!

Tom
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