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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!

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Old May 1st, 2011   #11
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Default Re: Ship Mod

Thanks guys ill get looking at it right away.
Thanks again.
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Old May 12th, 2011   #12
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Default Re: Ship Mod

Unfortunately guys i have had no luck with the sod.
Can anyone spare a moment to take a look for me or have anymore advice?

I will be of work for a bit joy of moving RAF station lol

Any help id appreciate guys
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Old May 13th, 2011   #13
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Default Re: Ship Mod

What do you mean by "no luck"? You can't export your model to SOD, they don't appear ingame, they crash your game?

Basically, making a model to work in Armada II is pretty easy.
1. Make a model of any kind
2. Define textures, the texture files have to be in TGA format
3. Make a proper node tree (this is very important or the model won't appear ingame)
4. Export it to SOD
5. Define the hardpoints in the ODF exactly as they were in the node tree

YOu can mess up only these things if you have problems with a model.

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Old May 15th, 2011   #14
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Default Re: Ship Mod

When the model has a complete set of hardpoints, connected correctly following the tutorial on this site, and textured using tga files, and exported to armada 2 sod it crashes the game at around 95-100% on the load screen. without hardpoints the ship loads but doesnt fire weapons, but is visable.

Thanks
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Old May 15th, 2011   #15
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Default Re: Ship Mod

The mess now appears in game but as the white cube with the red bug on it which i think is something to do with the textures?
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Old May 15th, 2011   #16
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Default Re: Ship Mod

If the game crashes on the loading screen, it means an error in the coding, not in the model. I don't know what did you change in the code so far, but the error must be there. Maybe you were referring to a non-existent hardpoints, or you misspelled them, or there is a " missing in the code. Those are my best guesses.

The white cube is called the model bug. This means that the ODF file cannot find the SOD with the same name as itslef or as it is defined in the "basemname = " line.
This means that the ODF is working fine, but it can't find the appropriate SOD. Did you deleted the SOD or changed its name?

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Old May 17th, 2011   #17
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Default Re: Ship Mod

Send me the milkshape file, the sod and textures and I will take a look at it for you. pepperman AT hotmail dot com

Last edited by pepperman; May 17th, 2011 at 02:13 PM.
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Old May 26th, 2011   #18
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Default Re: Ship Mod

Pepperman, thanks a lot for the invite for help but i had some time of during shifts at work just got internet access again and went through the whole process again, well started from scratch tbh, but thanks anyway im experimenting with tauri ships wraith and ancient. but im running out of things lol struggling with ms3d.

I have any problems is the invite possibly open for any future dilemmas

Rpogson
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