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Old July 25th, 2006   #131
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Default 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.


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Old July 25th, 2006   #132
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Default 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.


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They fixed it. Then they re-broke it. They'll fix it again. Then it'll break again. It's why they call themselves Break Media. It's what they do.
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Old September 1st, 2006   #133
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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

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Last edited by Lord_Trekie; September 28th, 2006 at 12:30 AM.
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Old September 2nd, 2006   #134
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Default Re: Hardpointing in MS3D

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

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Old September 2nd, 2006   #135
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Default Re: Milkshape 3D

Moved & Merged!


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Old September 2nd, 2006   #136
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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...

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Last edited by Flash525; September 4th, 2006 at 05:16 AM. Reason: Merged
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Old September 8th, 2006   #137
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Default 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?


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They fixed it. Then they re-broke it. They'll fix it again. Then it'll break again. It's why they call themselves Break Media. It's what they do.
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Old September 8th, 2006   #138
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Default 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

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Old September 8th, 2006   #139
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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.


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Originally Posted by StarBlade View Post
They fixed it. Then they re-broke it. They'll fix it again. Then it'll break again. It's why they call themselves Break Media. It's what they do.

Last edited by Flash525; September 22nd, 2006 at 02:29 AM. Reason: Merged
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Old September 22nd, 2006   #140
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Default 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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