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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 April 23rd, 2011   #1
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Default Ship Mod

Hello to all you,

A little about what im doing,
Im currently trying to convert federation on Armada II into Stargate ships....
but ive run out of ships to use lol
Therefore i would like to ask any experianced Modders out there if they can help, me by merging 2 ms3d files of a selection of ships and texturing them, that would be much appriciated by a shall we say less experianced modder (i can do a odfs and the likes but making new ships = big black hole for me) or if they have there own ships made if i could have a copy?

I do not have any intentions of distributing work if given or made.

If theres anyone out there who can help i could really do with some help.

Thanks for reading
R,Pogson
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Old April 23rd, 2011   #2
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Default Re: Ship Mod

There were many attempt to make Stargate mods for Armada II. And everyone had the same problem... For some reason people are not interested in SG models.
I personally only because I did not see the series (only a few episodes) and because ST ships mean bigger challenge

Sorry, I know that's not the answer you was waiting for, but I didn't want to give you false hope...

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Old April 25th, 2011   #3
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Default Re: Ship Mod

Thanks for the reply tho.... I have figured out how to use some of ms3d I'll try create my own but one problem I'm having with it is my game crashes when I try to use a sod which I have retextured( I merged 2ships) any idea why it's doing so and ones that do work won't fire weapons lol if you have any ideas I'd appreciate them thanks for taking the time to reply

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Old April 25th, 2011   #4
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Default Re: Ship Mod

How does the sod look in the strom 3d viewer? does it show up?
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Old April 26th, 2011   #5
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Default Re: Ship Mod

In ms3d it shows up fine and textured.
storm 3d?
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Old April 26th, 2011   #6
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Default Re: Ship Mod

It's a tool to see how your models will look ingame.
It is possible that you didn't deleted one of the node trees and that causes the problem.

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Old April 30th, 2011   #7
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Default Re: Ship Mod

I have no idea what nods are lol
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Old April 30th, 2011   #8
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Default Re: Ship Mod

thanks k_merse

Nods something to do with hard points right lol?
Its some wraith ships from another format im experimenting with if i remember correctly threy were 3ds. files or obj. not sure if that helps.?
hardpoints are created using the joint tool or am i barking up the wrong tree?
thanks k_merse
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Old April 30th, 2011   #9
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Default Re: Ship Mod

1. Export the file out from Milkshape using the sod exporter.
2. Place the respective files (sod file - the model and the tga file - the graphics) into the proper trek directories.
3. Use the storm 3D viewer and see if the model is visible. If not, there is most likely a problem with your hierarchy. The Milkshape 3D SOD Tutorial should help you sort it out. A easy test would be to delete your exsiting hierarchy and export it out without one. The export will crerat a barebone hierarchy for you. If the model now looks ok in the Storm 3d viewer, you have a hierarchy problem in the orginal.

Milkshape 3D SOD Tutorial - http://armada2.filefront.com/file/Mi...Tutorial;24066

Storm 3D Viewer - http://armada2.filefront.com/file/Storm_3d;3182

Last edited by pepperman; April 30th, 2011 at 07:53 PM.
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Old May 1st, 2011   #10
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Default Re: Ship Mod

3DS and OBJ files are different extensions. 3DS for instance is the default file type 3DS Max. These files, just like Milkshape 3D's MS3D or Armada II's SOD contain a 3D mesh, a model of the ship. To make them work in Armada II you always have to open the models in a 3D editor (MS3D or 3DS Max) and export them as SOD files.

Check the tutorial peperman suggested.

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