I have no problem adding more than one strobe by naming them _2, _3, but I could never add two or more steam or plasma emitters.
Isn't it strange, how we are using the same software and following the same steps, and getting different results?
Wait, do you name your strobes "redstrobe, redstrobe_1"? Or "redstrobe, redstrobe_2"? I don't use _1.
I have the "_1" first. However if your way works, I shall try that.
With this also, one would think the same would be for the emitters (of which I'd like more of) a plasma emitter for each and every necelle would be a good start.
Also, I tested some ships today, they are inside out when in-game, and I have "wealded them together" - Anyone think of any other issue as to why this would be happening?
I. Use null nodes to get a specific diectional flow
1) Setup your steam and plasma emitters like you normally would
2) Add a null node to the emitter and place it in the diection you want the steam to blow. The heiararch looks something like this,
h_damage
==>h_engines
==>e_plasmasml
==>h_null01
==>e_plasmamed
==>h_null02
==>h_life
==>e_steamsml
==>h_null03
II. Milkshape Exporter and emitters
As far as I know the sod exporter can't handle e_steamsml_01 or e_steamsml_1 entries; however, there is a work around if you want multiple emitters of the same type. Setup the model with the different type emitters e_steamsml, e_steammed, etc then save the file and make the respective changes using a hex editor.
I haven't found any other work around to add more than one of the same type of plasma or steam emitter in Milkshape itself. You could add another spite to the spite file (copy and paste and rename it to some lime steamsml1. I don't see why that wouldn't work. You might also be able to get it to work using the Assimsoft HP editor but I have never used it myselg.
There's also a help pdf on milksahpe's web site about editing files with an ascii editor. Maybe that would help? Are you still having the inside out problem?
I have been having a few problems with MS3D in the past week, I have been trying to figure out (with EAS_Intrepids help, thanks again) how to fix these but with no luck.
So I am asking here. I am very new to MS3D and modelling in general so I would appreicate any help that anyone could give me.
Question 1:
Whenever I attempt to duplicate something on a model or a whole model to make two that is already textured it seems to bugger up the textures on the model.
Does anyone have any ideas as to why this occurs and how to stop it?
Question 2:
I have been following Major Payne's hardpoint tutorial (Thanks mate it is really helping) but there are a few problems I am having trouble with. I am hardpoint the Aurora from Stargate Atlantis that Mark/Jigglypuff has made and allowed the Parallels team to use in the mod (thanks again mate).
The problem is the hardpoints assigned don't seem to stay where I put them, as when played ingame the weapon shots from in the middle of the ship instead of on the side where the cannon is (and the hardpoint was assigned to).
The h_hardpoints, m_[mesh], h_lights, h_damage etc are all in line with the h_scene root, IE, and all on the centre line of the model.
Any ideas?
Any help with either of these problems would be greatly appreicated.
with the hardpoints are you creating them using the joint tool? as far as I know that is the only way to do it in MS3D, another thing is that I don't think there has to br a h_ before any nubered hardpoint, i.e. hp01 not h_hp01.
This may clear up your hardpoint issue, as for the textures going batty on you when you duplicate parts, I don't have the fuzziest, I am trying to get MaP to texture my Pulsar Class. Sorry I couldn't be of more help, hope it works out for you.
For the textures, if you try and duplicated multiple groups with different textures, it will use only one of the textures. You need to copy each group sepratly and it will work.
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