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-   -   problem with sfc conversion (http://forums.filefront.com/st-a2-modding-mapping-editing/351747-problem-sfc-conversion.html)

starfox1701 February 23rd, 2008 06:26 PM

Re: problem with sfc conversion
 
CHeck you ODF and how you have thing set up there.

Squire James February 23rd, 2008 09:35 PM

Re: problem with sfc conversion
 
I'm not sure h_hardpoints is connected to h_damage. Shouldn't it be connected to the scene root?

Terradyhne February 24th, 2008 12:48 AM

Re: problem with sfc conversion
 
Quote:

Originally Posted by Squire James (Post 4233277)
I'm not sure h_hardpoints is connected to h_damage. Shouldn't it be connected to the scene root?

yeah the h_hardpoints should be linked to scene root, if you link it to h-damage it will use them only as it get damage to the systems
i see 3ds Max is still the best program to export Armada models to, Milkshape simply has not all the possabilietys you need to make a good export to Armada file format

Majestic-MSFC February 24th, 2008 02:18 AM

Re: problem with sfc conversion
 
3D Max is the best but also the most costly. Milkshape while not perfect is quite cheap at around $25 (AU) for a lifetime licence and does the job fairly well.

I also agree with SquireJames and Terradyhne about the hardpointing. I have hardpointed all my models (both YY and non-YY) with h_hardpoint linked to scene root (or root).

Flash525 February 24th, 2008 04:16 AM

Re: problem with sfc conversion
 
Quote:

Originally Posted by bgil (Post 4232635)
All of the hardpoints are linked to h_hardpoints properly and I linked h_hardpoints to h_damage and still no joy. The ship will turn to attack but not fire. I know there must be a simple solution but I sure have not found it yet.

See Below

Quote:

Originally Posted by Squire James (Post 4233277)
I'm not sure h_hardpoints is connected to h_damage. Shouldn't it be connected to the scene root?
Quote:

Originally Posted by Terradyhne (Post 4233438)
yeah the h_hardpoints should be linked to scene root, if you link it to h-damage it will use them only as it get damage to the systems
Quote:

Originally Posted by Majest (Post 4233508)
I also agree with SquireJames and Terradyhne about the hardpointing. I have hardpointed all my models (both YY and non-YY) with h_hardpoint linked to scene root (or root).



I stand corrected. It is the h_scene root that the h_hardpoints should be connected too. Not the h_damage node.

I was going from models in Zero Hour, of which I have somehow linked all my h_hardpoints to my h_damage node.. I should slap myself. :( More work for me to do, having to do them all again now I think. Aggravating! :mad:

So yeah, link them to your h_scene root instead, if that does work (it should, but it may not) then post your .odf file here.

Sorry for giving you the wrong information too..

Squire James February 24th, 2008 06:12 AM

Re: problem with sfc conversion
 
Also I am having trouble with my 3dmax installation so, Ms3d or UU3d are the only tools I have available, Ms3d being preferable due to the lighting systems and such.

Infact, heres a weird tip for you. If your going to use Ms3d, use V.1.6.5 (or similar) not the latest. Why? Well the latest versions make Alpha Layers appear as transparency so any lightmaps you have make the ship go transparent in Ms3d (not the export, but its annoying when your trying to move hardpoints about on an invisible ship! Older versions ignore alphas when showing the ship in Ms3d) Also, the hardpoints seem to align themselves better in the older version, rather than being at weird angles (i assume this is due to the way they changed the skeleton system in later versions of Ms3d). Finally, the Assimsoft Scaler tool only works in the latest version if your ship is a single mesh. Since most of mine are not single meshes, it crashes the program. In 1.6.5 it works fine on multiple meshes (according to Mete this is due to the way the API or something has changed, the locations the Scaler Tool references no longer exist basically)

So yes, 3dmax is still probably the best, but Ms3d is still very servicable. Think of it like cars. 3dmax is your luxury saloon. Lots of yummy features but its pricy. If you want something to move you about with pretty much the same efficiency for cheaper but not so many bells and whistles as a trade off, you can get a basic estate car.

bgil February 24th, 2008 06:36 AM

Re: problem with sfc conversion
 
I am using milkshape 1.8.2 actually. Could it be a problem with the exporter? I got it on A2files and its yhe only one i"ve found. I compared the odf to a couple others and it seems to be in order. In game the ship looks fine and moves normally, it will turn to attack on command but not actually shoot. And it blows up quite nicely. I guess I'll keep experimenting. If anyone has any more tips let me know, and thanks to all for the help. Oh and Tycoon don't sweat it I'm still having. fun for me the learning is what it's all about. Failing teaches me as much as success.

Squire James February 24th, 2008 07:45 AM

Re: problem with sfc conversion
 
Well, I have 1.8.2 but for Armada and A2 I find 1.6.5 works better. (for the above reasons)

Is your h_hardpoints node now attached to your scene root? If its still attached to the damage then it won't work. :)

bgil February 24th, 2008 09:19 AM

Re: problem with sfc conversion
 
Yes I redid all the hardpoints and finally have it working. It was a problem in the odf but I still have no idea where. I used a different odf as a template and it works fine. So now I can continue with my mod. I needed to get more rom ships as there are so few tos designs. Battleclinic has tons. Thanks again everyone for the help. I've learned alot. I was always curious if I could do this sort of thing. Oh, and James, I can't wait for your mod. I loved the first release. I'm sure the second will be outstanding.

Dan1025 February 24th, 2008 11:01 AM

Re: problem with sfc conversion
 
Glad to hear your problem has been solved :)


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