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| CDP, I believe I may (emphasise on may) know a way around this... 1) Select all the joints (the lot of them) by either selecting the groups one by one, or to drag and select them. 2) Third option along (on the top menu) you have "Vertex" go to that and then select the "Weild Together" tool. I believe this is the correct tool to use, if not, try the "Snap To Grid" or "Snap Together". 3) If this doesn't work, scream at Milkshape 3D and tell it that your going to kill it. Hopefully it will suddenly start working! ![]()
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| i wouldn't press snap to together or snap to grid. that is if you like your model.
__________________ Whoever said nothing is impossible never tried slamming a revolving door... |
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| DONT PRESS SNAP TO GRID, OR SNAP TOGETHER ![]() Press "Weild Together" - I've just tried what you said "don't do" Ryan! lol - A funny turnout...
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| Hi, heh, well, first, I meant I hope reading my comments is not a waist of your time. Heh, anyway, the second laugh, is snap together, heh, and instantly, your model is reduced to a single point! Anyway, down to business. Again, sounds peculiar CDP. Which model are you working on? And you say it does it on other models? What version of milkshape are you using? I have 1.6.2, and I have run into some messed up meshes, but the texture assignment is usually ok. Ok, so here’s what else you can try. The weld together bit was a good start. Select the entire model by pressing Crtl-A Weld everything together by pressing Crtl-W Now, assuming there is only one group, press Crtl-D to duplicate the selection. Then you can click on the Groups tab and click on the duplicate group and click hide. Now press Ctrl-A and then delete. The duplicated group should be the only one left, unhide and select it. Then click on the materials tab and click Assign on the material. The mesh should have the same texture look, but the face shading and vertexes should be cleaner. Also, either rename the m_mesh joint to match the group, or rename the group back to what it was. That’s about all I can say without looking at it. But tell me what ship it is and I’ll load it up and see what happens. Good luck! |
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| i really apreachiate the help from you guy, i wish i could buy you all a drink! it's the HMS tempast on a2files, i have since managed to do a succsefull modle and have just sent it off to a2files 'A romulan shuttle' if you could have a look at the 'tempast' id be very grateful. im using milkshape 1.7.0 |
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Glad you are glad about that ![]()
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| Ok, CDP, here we go... Working from the HMS Tempest file available on a2files as a baseline: First, I went to the Groups tab, and clicked hide on all the groups. Then I deleted those two straggler vertexes. Unhideing everything, I then replaced the textures as described above. (Don’t keep the old labels either) Also, you could use one material per tga. So you could then select the two saucer groups and then click apply on the one material. (Ether method has its advantages) Anyway, notice when that’s done the drive section turns black. Now, go to Edit, Select None, then go to the Groups tab and select the two drive sections (bridge). And now, click the Face menu, then Reverse Vertex Order. The model should then look a lot better. Also, it’s important to have each group have a unique name. So, rename the last two groups to like saucer2 and bridge2, and then rename the two joints to m_saucer2, etc. Then they should show up in-game. Hope that helps, Have fun! ![]() |
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| Yeah, I forgot a step. ![]() The joint tree uses h_lod1 and h_lod2, that might also be why it’s not showing up. When I removed the tree and used the Hardpoints Tool to make a new one, it all showed up. ![]() |
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| i got! i'v done IT!!!!!! took a while but i got there. there were many problems with it, but thanks to all your help i'v final got it work! i like to say a big thank you to evey one thats helped especialy Slider17, 1st i have to reapley the texture, by deleting the exsisting one's then realying them 2nd i duplicated the modle, 3rdly re-did the tree once again thank you! |
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