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ST:A2 Problems, Errors and Help Armada II not working? Need Help? Post all your problems here!

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  #31 (permalink)  
Old February 21st, 2006
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Default Re: Milkshape 3D

when ever i export a modle from milkshape, the modle is always partially visible, im using stock textures on a stock sod that i am just moving it vertex's around to create new designs. why doesn't the modle then show up fully?
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  #32 (permalink)  
Old February 21st, 2006
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Default Re: Milkshape 3D

CDP, are you changing Save as Type to be an armada 2 sod, not armada 1? What parts are visible, only certain groups, or only the lit parts, etc?
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  #33 (permalink)  
Old February 22nd, 2006
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Default Re: Milkshape 3D

Quote:
Originally Posted by Slider17
Yeah, the rotation trick would work. Might have to use a little trial and error.
heh, well I can't get the build HP's to work whatever I do, ships are built straight out regardless of what I do with the build HP.

Quote:
Originally Posted by Slider17
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.
I've seen stuff like this, where it says:
Quote:
//repair hardpoint is where the top boundary of the ship lines up
repairSide = 0
But what exactly does this do / mean, and what number needs to be put there? (and why)...
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  #34 (permalink)  
Old February 22nd, 2006
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Default Re: Milkshape 3D

SSA, i also have a problem with vipers coming out the front of battlestars instead of the viper bay. I anyone can help, please do
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  #35 (permalink)  
Old February 22nd, 2006
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Default Re: Milkshape 3D

just the lit bites ocasionaly half a
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  #36 (permalink)  
Old February 22nd, 2006
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Default Re: Milkshape 3D

Quote:
Originally Posted by ColdDarkParanoia
just the lit bites ocasionaly half a
Someone forgot to finish what they were saying...
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  #37 (permalink)  
Old February 22nd, 2006
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Default Re: Milkshape 3D

Hmm, I have an Excelsior that does that, but I think it was for armada 1.

When I want a pod / build / repair point, I’ll click the h_hardpoints joint on the Joint tab, and then on the Model tab, I’ll click the Joint button. Then I click where I want to place it, then I click again about an inch away. You can then click on the Joint tab again and rename the first joint to h_hp01 or whatever, and you can move the second one so the first joint you added will rotate. Then just save and export. The second joint doesn’t need to be renamed. The trick is, it’s hard to tell exactly where it will be pointed in game. Sometimes it’s opposite what you would think.

Last edited by Slider17 : February 22nd, 2006 at 09:46 PM.
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Old February 23rd, 2006
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Default Re: Milkshape 3D

So...

Say you select a joint, and name it as "h_repair" - you would then connect a second joint to that, and then put it in the direction you wish something to go? - the un-named hardpoint would be the direction in which the ship was built or repaired?

Ok, so you've done that, what about this:
Quote:
Originally Posted by SupaStarAsh
I've seen stuff like this, where it says:
Quote:
//repair hardpoint is where the top boundary of the ship lines up
repairSide = 0
But what exactly does this do / mean, and what number needs to be put there? (and why)...
Indeed, what does this mean? - What does it do, what number means what...
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  #39 (permalink)  
Old February 23rd, 2006
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Default Re: Milkshape 3D

it could be an unused yes/no command which was replaced with hard coding. I may be a command to say what side of the hardpoint the ship lines up, ie: 0 is above. Try changing the value and see what happens.
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Old February 23rd, 2006
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Default Re: Milkshape 3D

*Continuation* group shows up and you can see half a hull, so you can see the other side of the hull that you can't normaly
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Old February 23rd, 2006
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Default Re: Milkshape 3D

Ok. Well, first I do hope that you guys are finding these comments helpful and not just a waist of time, but anyway, about the repairSide = 0 command… Personally I don’t use it. I think it’s yet another command that in fact does nothing in the game because it’s hard coded in A2. But about the h_repair label, I’ve never used that either, I always go from h_harpoints, and then add a joint named like h_hp02, then from that, add another joint and leave it as joint3 or whatever. Then in the odf, I use the repairHardpoint = "hp02" command. But indeed, joint3 would point roughly in the direction you want it to go.

CDP, peculiar… Well you’re welcome to PM me and I’ll send you my e-mail so I can take a look at the file for you. (It speeds up troubleshooting.) Or post a picture or something. But remember, my philosophy is, rather than give the man a fish so he can eat today, teach him how to fish, so he can eat the rest of his life! heh, anyway, since the import tool was used to load the stock sod, I would treat it as a conversion. So the following technique may help:

Ok, so there’s usually only one group and one material in a stock sod, so...
Click on the Groups tab and select the group. (mesh should turn red)
Then go to the Materials tab and look at the texture there.
Look at the file name it is using. (Should be to the left of the top None button)
Then click the texture and click delete.
The texture should then disappear from the list.
Click New and Rename the material if you want to.
Then click the top <none> button and select the same texture file.
Now click Assign. The mesh will retain the same application coordinates, so the model should then resume with the same look, hopefully bug free. (SSA, I tried this with your Hideki, no difference, fyi to save you the time, it’s the tga I believe.)

If that doesn’t work, there are other things you can try with the mesh. I’ll try to check back, but honestly, my computer is acting up, so I may not be back as often. Hopefully it will behave like now, Good Luck guys!
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  #42 (permalink)  
Old February 24th, 2006
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Default Re: Milkshape 3D

Thanks Slider, I'll have a play about with Milkshape later on when I've got some stuff out the way - I'm sure me and DCP will let you know if we have any more problems

PS: We aren't wasting your time, don't worry
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  #43 (permalink)  
Old February 24th, 2006
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Default Re: Milkshape 3D

thanx i'll have a play tonite, i'll send you a pm with my e-mail address if this don't solve the problem, and i agree totaly with you about teaching me to fish! lol the more modders we can get into the comunity the better
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  #44 (permalink)  
Old February 24th, 2006
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Default Re: Milkshape 3D

Indeed, when we get some new guys on, we should be able to get some designs pumping out.
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  #45 (permalink)  
Old February 24th, 2006
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Default Re: Milkshape 3D

okay i'd did that, and your going to love this, the texture are appled to the inside of the moddle so as when you are looking at the modle, the texture you see is of the oposid side. inorder to see the side that you were looking at you must rotate the modle 180 dec. you can't realy see this in a sreen shot, so i havn't taken one, but this is strangle! lol and inside out texture ship!
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