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Majestic-MSFC October 5th, 2006 01:58 PM

Re: Hard point problem
 
Are you rotating joints? If so that is most likely the problem.

Adam_Atlantian October 5th, 2006 07:43 PM

Re: Hard point problem
 
I didn't know i had to have the h_scen root in the exact center. I'll try it. give me a sec....

Adam_Atlantian October 5th, 2006 08:40 PM

Re: Hard point problem
 
It worked. putting the h scene root in the center. Thanks guys another learning experiance for Adam. :)

Greathor October 6th, 2006 02:54 AM

Re: Hard point problem
 
Dont worry, took me ages as well ;)

Datarock October 6th, 2006 03:41 AM

Re: Hard point problem
 
Yes Yes Yes, Thanks Guys It Worked, Ill Pay Proper Attention Next time Guys;)

Adam_Atlantian October 6th, 2006 01:40 PM

Re: Hard point problem
 
Right now the hard points are all in the right places but all of the other points are off. It still works fine but the station is really high which makes the ships fly up instead of just straight.

anyone know why that is?:confused:

Adam_Atlantian October 6th, 2006 08:43 PM

Re: Milkshape 3D
 
OMG i totally fixed it all by myself. When you said center i though you meant like the center of the model itself. then i put the scene root in the very center of the axis and the gird and now everything is all lined up perfect. *happy dance* *smile smile* :)

Majestic-MSFC October 6th, 2006 09:47 PM

Re: Milkshape 3D
 
When hardpointing I found that making a seperate hardpoint map, or even using a stock A2 one and merging it onto the model is the best way. It also haves a hell of alot of time.

Datarock October 7th, 2006 04:22 AM

Re: Milkshape 3D
 
Quote:

Originally Posted by Majest (Post 3266275)
When hardpointing I found that making a seperate hardpoint map, or even using a stock A2 one and merging it onto the model is the best way. It also haves a hell of alot of time.

I never thought of that, i always miss out the most obvious things:rolleyes:

Atyk October 26th, 2006 07:07 PM

Ms3d/sod importer help
 
I've been using milkshape to practice modeling and I use the CV tool to convert my models into .mod so I can edit them after completion (in case I screw up, which happens often:uhm:). However for some reason CV gets a fatal error when ever I save a model now, it creates a save file with no data in it just before it crashes. Anyone got any idea why?

Or better yet, ayone know where I can get the edited ms3d plugin to allow non-stock importing? that way I can drop CV all together..

Datarock October 27th, 2006 09:56 AM

Re: Ms3d/sod importer help
 
Quote:

Originally Posted by Atyk (Post 3318207)
However for some reason CV gets a fatal error when ever I save a model now, it creates a save file with no data in it just before it crashes.

Try making sure the textures are in the folder where you save it, thats used to be the problem when i used it.:p
As for the Non Stock SOD Importer, it is highly unlikely anyone will give it to you, i managed to get it, but im not allowed to distribute it. Sorry:cool:

Aelita February 24th, 2008 08:33 AM

Re: Milkshape 3D
 
I hope this'll get noticed, but here goes. I'm having a dumb problem. When I try to export a milkshape 3D armada II sod WITH hardpoints, the hardpoints get lost, and don't show up. Is there a step I'm missing after adding them, but before saving them? Yes I have read the tutorial, and browsed this thread, but this somewhat dumb problem doesn't seem to be mentioned. The model is perfectly viewable in Storm 3D, just none of the stuff (specifically lights and venting) show up.

starfox1701 February 24th, 2008 06:16 PM

Re: Milkshape 3D
 
are the hardpoints all connected to the h_hardpoint and is that h_scene root ?

Aelita February 24th, 2008 07:22 PM

Re: Milkshape 3D
 
yup, the thing thats confusing me, is that the exported SOD isn't changing size at all. The vents won't work, I'm beginning to wonder if its a vista thing...

starfox1701 February 24th, 2008 07:58 PM

Re: Milkshape 3D
 
Might be I'm still on XP and will stay on XP as long as I can. Which exporter are you using?

Aelita February 24th, 2008 08:25 PM

Re: Milkshape 3D
 
The armada 2 one, although that could be it. in the exporter's readme I find this in the comments

Quote:

This exports Armada II SODs.

As milkshape does not support hardpoints, you will need
to use the UTMV (from assimsoft) to add them to your SODs.

starfox1701 February 24th, 2008 11:46 PM

Re: Milkshape 3D
 
MS3D dose hard points just fine. I use it to rehardpoint ships all the time as most ships don't have enough for my taste. Ok 2 more Questions Where did you get that exporter, and are you sure you are exporting the SOD as an A2 SOD. If thats the assimisoft expoter that can be found on MS3D's website it defualts to exporting SODs as A1 SODs. You have to manually change that to A2 SOD from the drop down menu on the export screen every time you use it.

Aelita February 25th, 2008 04:42 PM

Re: Milkshape 3D
 
that could be, the save to window is more of a save as window that you have to save the file on the directory tree line. It doesn't have any drop down menus.

And the exporter is from their site, yes, I'm try the armada sites version

Aelita February 25th, 2008 04:46 PM

Re: Milkshape 3D
 
nope the armada sites version has the same effect.

starfox1701 February 25th, 2008 10:42 PM

Re: Milkshape 3D
 
Send me the MS3D file and Ill look at it.

starfox1701 February 26th, 2008 01:40 PM

Re: Milkshape 3D
 
Ok I've got it I let you know what I find out. got to go to work now.

Aelita February 26th, 2008 05:46 PM

Re: Milkshape 3D
 
Ok, thanks

starfox1701 February 27th, 2008 03:28 AM

Re: Milkshape 3D
 
The bug hunt continuse. There are a few problems I have found. I'm working from the edit.ms3d file and in the file you dont have the mesh groups imput. also the h_shields node is missing. the name is there but the node isn't. Lastly there are no tags on your materials to tell the sod how to light the texture. I'm assuming that you just hadn't got to that last one but it needs to be done before you can test the SOD. other than that I can't find anything else. Ican get it to export but for some reason It will not work in game. This is for personal use right? I'm going to keep at it. I may try starting from scratch withthe MOD file.

Aelita February 27th, 2008 03:53 PM

Re: Milkshape 3D
 
Quote:

Originally Posted by starfox1701 (Post 4238579)
This is for personal use right? I'm going to keep at it. I may try starting from scratch withthe MOD file.

Right, I just really like his design. I haven't graduated to making my own yet, and its been a long time since I did kitbashes. Ok, so I did allot wrong with it :bawl: I've been using UTV to add hardpoints so I wanted to try it in Milkshape basically.

Aelita February 27th, 2008 04:05 PM

Re: Milkshape 3D
 
I appreciate the guidance Starfox, but you don't hafta if you don't want to.

starfox1701 February 27th, 2008 10:24 PM

Re: Milkshape 3D
 
Well for some reason I still can't find when I export it it wont work in the game I'll keep at it but with my schedual it might take a while. Dont stop working on it either. If nothing else its good practice and you might get it before I do.

bgil February 28th, 2008 01:40 AM

Re: Milkshape 3D
 
I had the same problem when I converted ships from SFC. The ship just would not shoot. It turned out to be a problem in the odf. You may want to check that out.

starfox1701 February 28th, 2008 07:00 AM

Re: Milkshape 3D
 
Well at her end it may be but over here the ship I have is giving me the bug cube of death.

AcidFluxxBass May 26th, 2008 11:18 AM

Re: Milkshape 3D
 
Quote:

Originally Posted by archerscott (Post 2738005)
I'm still stuck on the meshes though. No matter what I do, I keep getting the error message:

'Couldn't match a mesh with mesh node' This happens when I try to export in Armada 2. SOD file.

do you have any joints which are linked to deleted models??
i just had that problem and solved it

wildcard621 June 4th, 2008 06:15 PM

Re: Milkshape 3D
 
I'm an avid Milkshape user, because it is cost effective and easy to use. I've recently learned how to apply alpha channel to my models for that great lighting look in unlit areas. Everything I use to accomplish this I get right off of the internet.
1. Milkshape of course.
2. For graphics, I use two programs: Irfanview for the TGA conversions and the GIMP to edit my textures. Both programs are free on the internet.
3. Lastly, I use TXD Workshop to create my maps. What I do is take my tga texture, convert it to BMP form, then load it up with Irfanview. I select the Grayscale conversion method to darken it, then I take the Enhance Colors option to to darken or lighten the texture even further. Then I save it as the _i bitmap. Then you take TXD, go to file, then new, click on 32BPP for new image, then go to Image/Properties, and check the Alpha is used box. Import your colored texture image under Image, then your _i image under alpha/mask, then export the finished image to the folder of your choice.
Use the !phong_(node name), ex. !phong_lod1 tag under the Materials tab to rename your texture. It all works great once the model is ingame.

AcidFluxxBass January 7th, 2010 10:36 AM

Re: Milkshape 3D
 
Hate to bump an old thread, but I have a problem and I might as well keep it with the countles other solutions people might be looking for.

I'm adding lights to a ship for the first time.

I have:
s_white/green/red strobe nodes, but how to I add more of each?

At the moment I can only add 1 of each since I can't have 2 nodes with the same name...

How do I number them or keep them seperate?

C.A.B.A.L. January 7th, 2010 11:42 AM

Re: Milkshape 3D
 
Name them like this:
s_white_01
s_white_02
s_white_03
etc.

Armada will ignore the _XX part of the name.

AcidFluxxBass January 7th, 2010 11:53 AM

Re: Milkshape 3D
 
Quote:

Originally Posted by C.A.B.A.L. (Post 5205323)
Name them like this:
s_white_01
s_white_02
s_white_03
etc.

Armada will ignore the _XX part of the name.

I could kiss you, man! Thanks =p

Thermal_Nuclear_Chicken April 1st, 2011 09:05 AM

Re: Milkshape 3D
 
Not 100% sure this would go in here, so if it needs to go somewhere else, please tell me.

In the importer file for Armada, there is also a Star Trek Invasion importer, but to use this, the .trk models must be extracted from the disc using a specific program that used to be on assimsoft's webpage. Now, that webpage is permanently down, and the link to the program needed is useless.

My question: does anyone know of another site that I can visit to download this program? Failing that, does anyone have this program and would you be willing to send it to me or put it on Filefront? Thanks!


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