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F/\}{IŽ3$ July 25th, 2006 09:37 AM

Re: MS3D Problems
 
Quote:

Originally Posted by Lord_Trekie
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.

no it is important to name the hardpoints h_hp01 and so on and not hp01.
otherwise ms3d cant export them correctly. but in the odf you have to name them hp01 and so on.

Majestic-MSFC July 25th, 2006 11:25 PM

Re: MS3D Problems
 
Thanks guys, the Duplication problem has been solved thanks to Greathor and CaptSyf.

Though the hardpoint problem is still probleming me, I am using the joint tool for hardpointing.

Lord_Trekie September 1st, 2006 01:46 PM

Alright, I've been trying to add the hardpoints to MAP's Osiris Class Station from AFC, and have been getting a mesh error. "Couldn't match a mesh node with mesh." I have no idea why this would happen, I've followed the HardPointing Tutorial to the letter. Any help would be appreciated. I've attached a .zip with the ms3d file, 3ds file, and textures.

Edit:
Can anyone tell me if this is the correct Joint Hierarchy?

h_scene root
m_meshname1
m_meshname2
...
h_damage
h_sensors
h_life
e_steamsml
h_shields
h_crew
h_engines
e_plasmasml
h_target
h_lights
s_redstrobe
s_greenstrobe
h_geometry
h_hardpoints
h_hp01
h_hp02
...
h_dock
h_repair
h_build

AdmarilRyan September 2nd, 2006 01:34 AM

Re: Hardpointing in MS3D
 
without looking at the file it shoulds like you have a mesh node that is incorrectly named or not needed.

Flash525 September 2nd, 2006 04:39 AM

Re: Milkshape 3D
 
Moved & Merged!

Lord_Trekie September 2nd, 2006 04:46 AM

Quote:

Originally Posted by SupaStarAsh
Moved & Merged!

thanks SSA

Quote:

Originally Posted by Admiral Ryan
without looking at the file it shoulds like you have a mesh node that is incorrectly named or not needed.

Yeah, thats what I thought to but I couldn't find anything... The textures in use on the mesh are MAPjst2, MAPjst3, MAPjst4, and MAPjst5. thus I've named the mesh hp's m_MAPjst2, m_MAPjst3, m_mMAPjst4, and m_MAPjst5. Am I supposed to use the group name that the texture is assigned to instead of the texture name on the mesh hardpoints?

Edit:
well I solved my own problem, the group names were MAPjst1-MAPjst4 but had textures MAPjst2-MAPjst5, so I goofed and named the m_ hardpoints after the textures instead of after the groups...

Majestic-MSFC September 8th, 2006 04:56 PM

Re: Milkshape 3D
 
I am having a problem with some models I converted from SFC3.

When they don't have any joints and I export them to SOD they appear fine. They even do after I merge a stock joint layout onto them, but after I move some hp's and delete the unneeded joints like the lights etc and I export it to sod, it appears to be in the wrong position. IE, when loaded in Storm3D instead of seeing the back of the model after loading, its on a strange angle.

Does anyone know what the problem is?

Greathor September 8th, 2006 09:00 PM

Re: Milkshape 3D
 
The rotation of the joints, its happened to me a few times. How I fixed that was to merge the model onto a good hp map and then edit that

Majestic-MSFC September 8th, 2006 09:47 PM

Quote:

Originally Posted by Greathor
The rotation of the joints, its happened to me a few times. How I fixed that was to merge the model onto a good hp map and then edit that

Thats what I am already doing. I am getting the hp maps from the stock models. I am not rotating any of the joints.

Edit:
I think the thread should be stickied but I will leave that up to the Mods to decide.

Anyway the reason for this post.

I have a general MS3D question. Is there a max number of mesh parts that a SOD model can have?

And if show what is that max number?

If anyone can answer these 2 questions it would be appreicated.

Thanks.

Major A Payne September 22nd, 2006 01:59 AM

Re: SOD Meshes - Milkshape3D
 
This hasn't really been tested thoroughly to my knowledge, but the most I've ever had is around 35.


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