Tutorial
Before the game can use the model, you'll have to open up the .pas file in WCPPascal and click Compile -> Compile and Build IFF, and then move the iff file to the Secret Ops\mesh folder. It may take a few minutes to compile the model.
You'll have to convert the textures to MAT format and place them in your Secret Ops\mat folder. Note that MAT files are in 8-bit (indexed) colour. I recommend converting the textures to 255 colours, using dithering, adding in an unused colour, and moving that colour to the first index of the palette (This is to prevent the texture from having unwanted transparent parts after conversion). Then, open up the texture using Texconv.exe and save it as an Origin MAT.
Depending on what starting MAT number you used, you'll have to name the converted textures according to the starting MAT number. The textures and their corresponding MAT numbers are listed in the <modelname>-info.txt file. As an example:
Code:
Texture1.bmp -> 22000.mat
Texture2.bmp -> 22001.mat
Texture3.bmp -> 22002.mat
This tells you that Texture1.bmp should be named 00022000.mat when it is converted, Texture2.bmp should be named 00022001.mat when it is converted, you get the idea.
To use the model in-game, you'll have to modify one of the existing ship files or create a new ship file to use the new model. You can use WCPPascal to decompile one of the ship files (in the Secret Ops\ships folder.) The mesh name that the ship file refers to is under this part of the ship file code:
Code:
CHUNK "BASE"
{
cstring "panther"
}
"panther" can simply be replaced with the filename of the new model (without extension)
At the bottom of the model source code, there are the hardpoints. The hardpoint positions are proportional to the model in 3D units, so if you want to change the hardpoints, you can place the hardpoints in your 3D program and then hand-copy the position to the hardpoint section in the model's "source code."
The thruster positions are in the ship file under CHUNK "CONS". Like the hardpoints, the thruster cone positions are proportional to the model in 3D units.
The default hardpoints (that OBJ2WCP uses) may not fit the model you are trying to convert, so I think you might want to play around with the hardpoints a little bit.
Most of the game models were (IIRC) lower than 800 polys. The base mesh of the superbase is about 1600 polys. I wouldn't recommend going any higher than that, since I once tried to import a 2000-poly model and the game crashed.
About scale, a good size for fighters would be around 18 3D units. Killerwave's site also has this:
for comparison purposes, the panther is: ‘x:8.0 y:1.7 z: 13.3’, the kilathi corvette is ‘x: 84.8 y: 11.0 z:110.0’ and the midway: ‘x:737.4 y: 282.4 z: 1841.6’
I do have an OBJ which I have converted before.
Here it is.
If anyone else has any suggestions about generating the hardpoints, I'd like to hear them.