Notices

Go Back   FileFront Forums > The Games! > Star Trek: Armada II > ST:A2 Modding, Mapping and Editing

Remember Me?

ST:A2 Modding, Mapping and Editing
Want more info about a Mod? Making a Mod? Looking for Modders, Mappers, Skinners, etc.? This is your Spot!

Reply
 
LinkBack Thread Tools Rate Thread Display Modes
4233120
Re: problem with sfc conversion
starfox1701
February 23rd, 2008 06:26 PM
CHeck you ODF and how you have thing set up there.
4233277
Re: problem with sfc conversion
Squire James
February 23rd, 2008 09:35 PM
I'm not sure h_hardpoints is connected to h_damage. Shouldn't it be connected to the scene root?
4233438
Re: problem with sfc conversion
Terradyhne
February 24th, 2008 12:48 AM
Quote:
Originally Posted by Squire James View Post
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
4233508
Re: problem with sfc conversion
Majestic-MSFC
February 24th, 2008 02:18 AM
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).
4233616
Re: problem with sfc conversion
Flash525
February 24th, 2008 04:16 AM
Quote:
Originally Posted by bgil View Post
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 View Post
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 View Post
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 View Post
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!

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..
4233734
Re: problem with sfc conversion
Squire James
February 24th, 2008 06:12 AM
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.
4233773
Re: problem with sfc conversion
bgil
February 24th, 2008 06:36 AM
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.
4233878
Re: problem with sfc conversion
Squire James
February 24th, 2008 07:45 AM
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.
4234077
Re: problem with sfc conversion
bgil
February 24th, 2008 09:19 AM
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.
4234269
Re: problem with sfc conversion
Dan1025
February 24th, 2008 11:01 AM
Glad to hear your problem has been solved
Reply

Bookmarks

Thread Tools
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
SFC 3 Rexpansion 2009 Campaign Problem (Help Please) Zapp Brannigan Starfleet Command III General Yib-Yab (Off Topic) 3 January 27th, 2010 10:51 AM
SFC I versus SFC III CyclinDK Starfleet Command III General Yib-Yab (Off Topic) 3 April 19th, 2006 07:09 PM
SFC 3 Problem 123456 ST:SC3 Problems, Errors and Help 7 March 31st, 2005 11:45 AM
SFC 3 and SFC Orion Pirates The_Vorsoth ST:SC3 Modding, Mapping and Editing 2 July 18th, 2003 01:39 PM
SFC 1 model conversion to BC NeoKaede ST:BC Modding and Editing 4 April 30th, 2003 09:17 AM


All times are GMT -7.







   
 





This site is part of the Defy Media Gaming network

The best serving of video game culture, since 2001. Whether you're looking for news, reviews, walkthroughs, or the biggest collection of PC gaming files on the planet, Game Front has you covered. We also make no illusions about gaming: it's supposed to be fun. Browse gaming galleries, humor lists, and honest, short-form reporting. Game on!

FileFront Forums - Terms of Service - Top
Copyright © 2002-2016 Game Front. All rights reserved. Powered by vBulletin®
Copyright ©2000 - 2016, vBulletin Solutions, Inc.
Forum Theme by Danny King (FileTrekker), Sheepeep & Graeme(rs)
RSS Feed Widget by FeedWind