Milkshape 3D

This is a discussion on Milkshape 3D within the ST:A2 Problems, Errors and Help forums, part of the Star Trek: Armada II category; From: Modding & Editing To: Problems, Errors, Help & Other Thread Also Merged!...

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  #21  
Old February 17th, 2006
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Default Re: Milkshape 3D



From: Modding & Editing
To: Problems, Errors, Help & Other

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  #22  
Old February 17th, 2006
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Default Re: Milkshape 3D

Downloaded Storm, trying it out now.
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Last edited by Greathor; February 17th, 2006 at 01:20 PM..
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  #23  
Old February 18th, 2006
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Default Re: Milkshape 3D

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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  #24  
Old February 19th, 2006
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Default Crashing Error

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 Aerilon; February 19th, 2006 at 11:43 AM..
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  #25  
Old February 19th, 2006
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Default Re: Mods (Moreover, the lack of them)

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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Default Re: Crashing Error

cool thanks
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  #27  
Old February 19th, 2006
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Default Re: Milkshape 3D

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 01:43 PM..
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  #28  
Old February 19th, 2006
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Default Re: Milkshape 3D

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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  #29  
Old February 21st, 2006
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Default Re: Milkshape 3D

Quote:
Originally Posted by SupaStarAsh
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.
About these... They are possible, I simply just don't believe them to be in MS3D - perhalps the program just doesn't like the use of more than one.

Quote:
Originally Posted by SupaStarAsh
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.
Quote:
Originally Posted by Slider17
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!
This would work for build and repair HP's?

Quote:
Originally Posted by SupaStarAsh
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)...
Also, if anyone (again) knows this, then please, please tell me!

Quote:
Originally Posted by SupaStarAsh
There was also something else, but I can't remember so it'll have to wait!
And now I remember. Sometimes, you open up MS3D and (usually with stations) the parts appear all over the place not making a "complete" model. Whats with this?

Thats for the current help though Slider
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  #30  
Old February 21st, 2006
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Default Re: Milkshape 3D

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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