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Joint/Hardpoint Tree Structure Tool I create tools, for Legacy modding, but Armada shares a fairly common setup in the Hardpoint/Joint area for models in Milkshape. I've recently been working on a tool to aid in the creation of the structure of the Joint/Hardpoint tree for use with Milkshape. I was thinking it might be of use to some of the moders here. It's a stand alone program that allows building of a "joint tree". This tree doesn't contain any position or rotation data, it's just the joints and their links. Also I added support for Joint Comments which Legacy uses on the Light joints for alteration of strobe patterns and coloration/intensity. Once a tree is made it is saved to the Milkshape 3d ASCII txt file format and imported using the Milkshape 3d ASCII Text importer. After importing it you just have to relocate the weapon, subsytem, sprites, emitter joints, etc to the appropriate locations. It can import Mesh Group names to speed entry of the m_ joints via a customized Milkshape Exporter that goes with the tool. I'm going to be working on importing of existing joints along with their position, rotation and comment data at a later time. Here is a shot of the current interface. http://i243.photobucket.com/albums/f...ools/jtp2a.jpg I can't currently make alternate interface options as I don't "know the differences" for A, A2, and Fleet Ops compared to Legacy. Dejavu sent me some things, but it's not exactly what I need to sort it out properly. If someone can fill me in with the data I need, I can make the alternate interfaces, otherwise it will just stay rigged for Legacy as I don't have time to do a lot of hunting. If you want to look at more data on the tool the main thread for the tool is here: http://forums.filefront.com/stl-modd...ture-only.html |
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Re: Joint/Hardpoint Tree Structure Tool Actually what I am looking for is something like this: http://forums.filefront.com/members/...uder-model.png That's the basic Legacy joint tree structure. I need the same type of thing for A, A2 and FleetOps. The other thing I'm looking for is a list of the various possible sprites for A, A2 and Fleet Ops. That would include "light" sprites and "emitter" sprites and if there are any other type. Also if the naming is different than Legacy "m_" "h_" "s_" For example "whiteconst", "greenstrobe", "plasmasml". If the trees and options are different for each of those three I may make 3 specific interface setups for them. |
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Re: Joint/Hardpoint Tree Structure Tool That book does look like it contains the A2 and info on the A1 trees. I'll have to look at it closer. For one there are command nodes "c_". I'll also need to know the valid sprite entries to populate the dropdown boxes to make them easy to use, that might be somewhere else in the book. That would leave FleetOps, which I take is some addon that uses additional sprites options and maybe some other changes. Anyway no rush I still have plenty of work to do on the tool before I'd look at starting the alternate interfaces. |
Re: Joint/Hardpoint Tree Structure Tool For FO stuff you will need to go talk to the Devs on their site. Modeling for FO is in its infancy since the changed the SOD version and FO models won't work in A2 without being back converted. The tool sounds very usefull. looking forward to it. |
Re: Joint/Hardpoint Tree Structure Tool Would it be helpful to get a Milkshape model of a stock ship from A1 and A2? THey would have the hierarchies that you need. If your tool is primarily for Milkshape I don't think spending a lot of time on command nodes "c_" will matter as I don't thinkl Milklshape supported them anyways. I beleive MAX is needed for those. |
Re: Joint/Hardpoint Tree Structure Tool The tool is only for milkshape unless there happens to be a milkshape 3d ascii text importer for MAX. Unless you bring the file into milkshape, then save it to a format the MAX can import that support joints. I looked at that Modding book quickly and with how the MAX hardpointing is done, I am doubtful that such a process would be worthwhile. I've been told hardpointing is alot better to do in MAX than Milkshape to begin with, but I only use milkshape. Dejavu sent me some joint trees from A, A2 and Fleetops. They will be helpful once I write up the Joint Import Code, but it's not been done yet. That probably won't be for a couple weeks as I'm finishing up the XI pack for Legacy first. |
Re: Joint/Hardpoint Tree Structure Tool Well I figured and update was due. I have finally gotten to implement the ability to import existing joint trees into the tool from milkshape. With the examples that Dejavu sent I don't see the need for any serious modifications to the utility for use with the Armada series. I don't yet have a list of valid emitters (e_) or sprite (s_) joints to populate those dropdown boxes, but beyond that it shouldn't take much. The Armada version would also be a stand alone tool without the other interfaces that the LMTools include as they are Legacy only functions generally. Basically I'm not building the Armada Tool into a Legacy Modding Utility, I doubt that would be found helpful by you guys (and gals) or vice versa. I figure it's best to not create a branched off copy until I'm sure it's in good operating order, or I will have an awful mess updating both versions as I fix things. So it will still be awhile until I get to this as I know the tool needs a fair bit of work yet. If anyone wanted to use the existing version for Armada I don't see any reason it wouldn't work for you, it just won't be quite as convenient as an Armada version of the tool. I haven't released the version that imported existing joints yet though, as it's still in testing. |
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