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ST:A2 Modding, Mapping and Editing
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1842022
Problem exporting from milkshape
loki_999
March 2nd, 2005 06:36 AM
First, i have done a search and cant find anything on this, so if ive missed please point me in the right direction.

Ok, problem is whenever i export from milkshape all the hardpoints go strange. If i export as Armada 1 SOD sometimes the hardpoints move, and sometimes they disappear. If i export as A2 SOD then all the hardpoints seem to go to a default central location and many of them disappear altogether.

Ive tried this on several models, both from bcfiles and imported SODs.

Is this a known issue?

PS: i am using the trial version of the software. I dont think i will be buying as my moddeling skills are about on level with that of a 3 week dead beaver. Just wanted to play around and maybe move or add some hardpoints to some ships that i use.
1842363
Re: Problem exporting from milkshape
Slider17
March 2nd, 2005 10:17 AM
You mean the joints? Check the hierchy. And look up MAP's sod tutorial in a2files. It's pretty good
1842444
Re: Problem exporting from milkshape
loki_999
March 2nd, 2005 11:13 AM
Joints.. yes...

I think there is some issue though because i tried exporting without changing anything and still this happened.

Really wierd. Anyway, thanks for the tip... will take a look at the file you mentioned (think ive already got it d/l somewhere)
1843836
Re: Problem exporting from milkshape
Slider17
March 2nd, 2005 09:31 PM
Oh ok, so you're kitbashing a stock ship, I think I know what you're talking about now. When you add or move joints on an existing ship (wheather you created it or not) it will rotate the parent joint. This is how you rotate joints in milkshape, you use a “handle” or sub-joint to rotate the one it’s attached to. (thanks operative, the other thread was closed before I could respond) Anyway, others just seem to rotate for no reason. It is weird. But, I got around this by selecting the rotated joint, like h_geometry for example was a problem for me, then add a joint somewhere one the model. You should see it reset the rotation, if it doesn’t, select the joint again and add a 2nd joint. Once the rotation is reset, you can delete the joint(s) you just added. Now would be a good time to save the model and close the program. Then reopen the model and the rotation should stick. (you may have to correct one at a time) I think that’s how I got around it. The save/export part may not be in the right order but it was bizarre. I messed with that a lot when I experimented with loading stock joint-trees into meshs I had made, you know, so the damage nodes would be rotated already. It didn’t work.

The best trick to use is this... Delete the root node and it should remove the entire tree. Then export the sod to a temp folder. Next use the assimsoft hardpoints tool and select the ship you just exported. It will create a new "blank" tree since yours didn't have one. Then you can add lights and stuff as you see fit because you've got a good base already. (a base that's centered and pointing forward) Anyway, good luck with that, let me know it this helps.
1844503
Re: Problem exporting from milkshape
loki_999
March 3rd, 2005 07:13 AM
Slider, thanks for the tips. Very useful. However, i think i need to explain some things.

First i am not really kitbashing. I really dont have the skill, time or patience to do this although i would like to someday create my own ship. What im really after is just playing with joints/heirachy. Maybe adding a few places for weapons, or shifting them around. However, the problem remains, if i export to Armada 1 format things (generally) seem ok. Sometimes hardpoints shift but thats about it. However, when i use the Aramda 2 SOD exporter i loose all hardpoints.

This can occur even if i havnt changed anything at all!!!! I can import (for example) fdestroy2... looks ok.... save as ms3d format and all ok, export as armada 1 SOD all ok, export as Armada 2 SOD and all my hpXX joints are missing and all other joints are reset to xyz of 0,0,0).

This happens regardless of source: Stock aramda SOD, BC NIF file, or a SOD downloaded from armada2files.

It seems like a problem with the A2 SOD exporter. What do you do when exporting? Use the A1 SOD exporter or does the A2 exporter work for you?
1845038
Re: Problem exporting from milkshape
Slider17
March 3rd, 2005 12:49 PM
Yeah, works great. Hmmm.... Check the version of milkshape, I think the exporter works best with only one, but I can't remember the details on that.

I'm using 1.6.2 and I know what you mean, you just import it and then export it and it's screwy. But you can fix it, and models I've made myself have no problems. But it is tremendously tricky. I recall saying in the past that it wasn't that hard. But that's not true. After making a hero ship from scratch, I can see that it calls upon a broad set of skills. (image editing, audio bytes, 3d modeling) But just keep at it and you'll be fine.


Kitbashing..... it's not a dirty word.....
1846633
Re: Problem exporting from milkshape
loki_999
March 4th, 2005 06:27 AM
Im using ms 1.7.4. Ill see if i can d/l the older version and compare.

Cheers.
1853120
Re: Problem exporting from milkshape
loki_999
March 7th, 2005 07:44 AM
Slider.... cant find the older version..... guess im stuck unless someone else has a suggestion.

PS: Kitbashing not a dirty word? Well, i know that, but im playing around with not just stock ships but other peoples creations as well. Certainly wouldnt try and release any though and pass them off as my own work.
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