Milkshape 3D
This is a discussion on Milkshape 3D within the ST:A2 Problems, Errors and Help forums, part of the Star Trek: Armada II category; erm... Where you have the Alpha Channels (in that "channels" tab) are the selected parts (the parts you wish to ...
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#91
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| erm... Where you have the Alpha Channels (in that "channels" tab) are the selected parts (the parts you wish to glow) black or white? They should be white, with black background. I've made the mistake before of inverting the selection, having the whole ship glowing, and the necelles and deflector disk not doing. Other than this however, I can only guess that is the problem (unless it is something with the MESH).
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#92
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| Merged with MS3D Thread (forgot to do it last time).
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#93
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| Thanks for the help thus far! I got all the right points where they should go. I'm still stuck on the meshes though. No matter what I do, I keep getting the error message: 'Couldn't match a mesh with mesh node' This happens when I try to export in Armada 2. SOD file. Whatever shape I use, I type the name in the m_ line. Does any-one know what I might be doing wrong? Should I re-name the shape??
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#94
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| @Malta It doesn't sound like this is your problem but there's an obscure issue with some Gfx cards not displaying some models properly. For those systems, you need to set the Bumpmapping in the A2 options menu to "off" to get the right effect on those models. Hope this helps.
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#95
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From past experiance, and when I have had that error, it simply means that the joint tree is wrong. Either you haven't named one of the "m_name"'s correctly, or something else is wrong. Check EXACTLY. The "m_" joints must be exact to the mesh group names. And you must have an "m_" joint for each of the groups. Also check for capital letters and such.
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#96
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| can someone list all the possible lighting nodes that can be used in milkshape (compatible with sod's lol) i would realy apreachiate it thanks |
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#97
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| Hello CDP! Hmm, I wonder why no one uses the Milkshape thread? Maybe if it was stickyed it would look more permanent? Anyway, I’m guessing you mean modes? because I’m not aware of any “nodes”... But there are some different approaches you can use.The first one doesn’t use an alpha channel in the texture. Say the hull is one group, for example, and the dish and nacell edges are the second group. You can place a tag on the texture for the first group (the one that doesn’t need to glow) and just put _!noalpha on the end of the texture name. That way you can save space on the texture however, if you need to have some “windows” glow, the second method will be better. ![]() The texture has the glow information in the alpha channel and the model uses the !phong_texture.tga_!default tags, but you don’t need to put those, they are there by default. ![]() The short answer, the texture tags are the only way to change the way the game uses lighting. Hope that helps? |
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#98
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| Hi, No, I tried changing the names but all the joints got wiped. I welded the bits together too. Is there some-one who could look at what I've done and advise please? I'm definitely getting the nodes right as the right bits go green.
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#99
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| I can take a look if you want to PM me, but I would approach the tree like in post #27. Have you tried that method? It will make a bunch of the joints for you, then you can add lights, hps, etc. |
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#100
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| thanks slider17 |
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Should I re-name the shape?? 
Say the hull is one group, for example, and the dish and nacell edges are the second group. You can place a tag on the texture for the first group (the one that doesn’t need to glow) and just put _!noalpha on the end of the texture name. That way you can save space on the texture however, if you need to have some “windows” glow, the second method will be better. 

The short answer, the texture tags are the only way to change the way the game uses lighting. Hope that helps? 



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