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Re: Hard point problem Are you rotating joints? If so that is most likely the problem. |
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.... |
Re: Hard point problem It worked. putting the h scene root in the center. Thanks guys another learning experiance for Adam. :) |
Re: Hard point problem Dont worry, took me ages as well ;) |
Re: Hard point problem Yes Yes Yes, Thanks Guys It Worked, Ill Pay Proper Attention Next time Guys;) |
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: |
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* :) |
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. |
Re: Milkshape 3D Quote:
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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.. |
Re: Ms3d/sod importer help Quote:
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: |
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. |
Re: Milkshape 3D are the hardpoints all connected to the h_hardpoint and is that h_scene root ? |
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... |
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? |
Re: Milkshape 3D The armada 2 one, although that could be it. in the exporter's readme I find this in the comments Quote:
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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. |
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 |
Re: Milkshape 3D nope the armada sites version has the same effect. |
Re: Milkshape 3D Send me the MS3D file and Ill look at it. |
Re: Milkshape 3D Ok I've got it I let you know what I find out. got to go to work now. |
Re: Milkshape 3D Ok, thanks |
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. |
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Re: Milkshape 3D I appreciate the guidance Starfox, but you don't hafta if you don't want to. |
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. |
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. |
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. |
Re: Milkshape 3D Quote:
i just had that problem and solved it |
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. |
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? |
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. |
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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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