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| Well, here is a link to a very handy Milkshape 3D Turotial - This is what I used for various SFC conversions myself ![]() Composed by Major A Payne, and a great job he did. The only thing missing is how to apply textures to a model (something I am also working on). Anyhow, once you have a model, (in brief) you need to remove all hardpoints, then add them (as it says on the link). - As for the textures, you have Photoshop, Paint Shop Pro or Gimp Editor? - You'll need to change the .bmp textures to .tga, then resave and then reapply them afterwards (makes sure they are in the same folder as your model). I also reccomend that you save the file as a .MS3D extension, and then (once completed with hardpoints and such) export it to .SOD format. ![]() I've also sent you a PM regarding some stuff... If you can get back to me on that, I'd be greatful ![]() Edit: PM Being Written Now! Edit: PM Sent!
__________________ ![]() Personal opinions are not endorsed by Filefront Last edited by Transmission : February 13th, 2006 at 01:55 PM. |
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| When you get this problem with exporting models, check the linking between nodes and that you have spelt them correctly. I've tended to suggest to modellers who try this that they node a model in sections: firstly place in the mesh nodes and primary parent node (the one thats taken as the root for the others to attach to). Just having these three should get the model to appear in the SOD editor/viewer. Then make a quick save (always remember to save after each step). Next, add in the critical nodes and then export again. Then add the lighting and venting nodes (this is usually where I see people seem to make mistakes) and export. Finally add in the normal hardpoints and export. If during any of these steps you find that the white cube appears then check your spelling and that the node has been added correctly.
__________________ BORG: Incursion - Vital Responses project creator. BORG: Incursion - Aftermath project creator (Coming soon to Star Trek Armada 2). Wing Commander: Invasion (Slow but in progress project for Forces of Corruption) |
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![]() From: Modding & Editing To: Problems, Errors, Help & Other Thread Also Merged!
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| More Problems ![]() Firstly, the "e_steammed / e_plasmamed" - how the hell do you have more than one in MS3D? Everything I've currently tried doesn't work, and I know that it can be done. It is said in a tutorial that you put "e_plasmamed_1" after the first, but this just doesn't work, nor does adding an "_01" afterward. It's really (speaking bluntly) pissing me off that I can only have the one - the same with hull lights. Another problem is rotating hardpoints (I know this can be done with MS3D as it has an "animate" button in it). With shipyards (all that I've worked with at the moment) hey all have to be facing foward else the ships build and pop out the side of them. Whilst also taking about shipyards, the repair hardpoint. Where the hell do you place this? I would have thought it to be in the centre of the shipyard, however when doing this, ships think it is funny to put half the ship in the dock, and half on the outside (as if the side of the ship is lining up with the repair hardpoint) - You can then move the repair hardpoint over, but then the smaller ships don't look right in the dock (as they are over at the side)... There a way to sort that out? There was also something else, but I can't remember so it'll have to wait!
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| So i went back to milkshape, by some miricle managed to convert a 3ds file to a working sod that apeared in storm 3d all worked fine then i put it in game and the race that has the ship crashes the game when it trys to load, i get the errer saying im basicly out of memory, this has not been a proble be for on any mods that i have run on my machine, and i have 1Gb of ram, yet when i run the game in map editor view and then add a fed starbase and build it from there it all works fine??? my head hearts! Split and new thread created in other forum section - J7 Added to the Milkshape 3D Thread - SSA Last edited by Transmission : February 19th, 2006 at 10:43 AM. |
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| It means that there is a missing quotation mark in an odf you edited - I would check all through the odf's until you find one. It shouldn't take too long if you sort the files by date modified/show in groups.
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| Well as for the ship not showing up, and only getting a box, try adding baseName = "sodname" in the ship odf, that way you know for sure. But if you think it’s a joint tree problem, there’s a trick that will generate a tree for you. I’ll get back to this in a minute. SSA, I haven’t had much luck with adding more than one e_plasmamed to a model (I agree I think it is possible), but you can add more than one light. Like, I have one model with s_bluestrobebig_7 for example and they all work. It goes h_root then h_lights then the various lights all go from that one. Anyway the simple Joint Tree... This will generate a minimal joint tree that you can add stuff on to: In Milkshape with all groups textured and finished: Click on the Joints tab and make sure it’s empty Then click File, Export, Armada SOD… Change the Save as Type to Armada 2 SOD Then type the name of the file and click Save Now click on the Tools menu and select Assimsoft Harpoints Tool Change Files of Type to read Armada Model Select the file you just saved and click Open Now you should see a list of joints on the Joints tab. I wouldn't move any of those points, but you can select them to add ones on. Hope that helps! ![]() Oh, I almost forgot, if you’re having trouble rotating a joint, place a joint onto it as to make a "handle" that you can use to turn it. Good Luck! Last edited by Slider17 : February 19th, 2006 at 12:43 PM. |
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| crazyferrengi vbmenu_register("postmenu_2637854", true); Engage! As you perform these conversion keep you eyes on the poly count. Many of the ships from SFC have high poly counts. Also, you will not that many of them have multiple textures. As for ships not showing up, keep it simple in your heirarchy. Start off with the root node and mesh nodes export to sod format and check in Storm 3d viewer. Proceed from there. |
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Thats for the current help though Slider ![]()
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| Yeah, the rotation trick would work. Might have to use a little trial and error. And the repair point is tricky; I make shipyards with several repair points, and then try each one in the odf to see which works best. I believe the left most side of the ship will line up with the point, or something like that. And if you’re model parts are all re-arranged in the game, it’s probably because the joint tree is a mess. If the joints for the meshes are not perfectly lined up, the parts will not be either. Use the method I laid out above, it will create all the basic joints for you, then you can add lights and stuff. |
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