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Star Trek Online
Posted: Sat Feb 11, 2012 4:19 pm
by Chainsaw_NL
For those who didn't notice yet. Star Trek online is now free to play on steam.
and ofcourse
http://www.startrekonline.com/
Re: Star Trek Online
Posted: Sat Feb 11, 2012 10:02 pm
by starship
Already saw it, but still don“t have the time to try.
The game has a few good ships. I was trying a way to import them in 3ds max, as I do with the Bridge Commander mods, but never found a way to import the STO ships. Ideas?
Re: Star Trek Online
Posted: Sun Feb 12, 2012 3:57 am
by Chainsaw_NL
That is a very hard one. First all the files are packed into a .hogg file located in the live directory. You will need to unpack that with a program like :
http://mod.gib.me/champions/bin-rev5.zip
use : Gibbed.Champions.Bacon.exe <input hogg file> <output directory>
It will then extract all the attributes for that bin file.
I have not yet found a way to import 3d ship model into max.
Keep in mind that all work in these files are copywrited and can not be reused or posted here.
Re: Star Trek Online
Posted: Mon Feb 13, 2012 8:23 pm
by starship
A friend (Farshot) at the Bridge Commander forums found a way using a software that can capture mesh data:
http://www.deep-shadows.com/hax/3DRipperDX.htm. He already done a test importing the Exeter (the one in the middles), and got success!

See:
http://img18.imageshack.us/img18/7415/excalcomp.png
Here it goes what he said about this:
"...The ripped model was around 10k tri's. I say "was" because by just messing with the saucer, I was able to remove a good five thousand triangles. STO models have a different way of smoothing than what we do with BC ones. STO's meshes all use only one smoothing group. At areas that need hard edges, like the rim of a Sovereign-like saucer, there are actually entire bunches of minuscule polygons that make it appear sharp. Without these micro-polies, the entire mesh would look like a blob, but with them the poly count is excessively high for a relatively low quality mesh."