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; when ever i export a modle from milkshape, the modle is always partially visible, im using stock textures on a ...

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  #31  
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  
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  
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  
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  
Old February 22nd, 2006
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Default Re: Milkshape 3D

just the lit bites ocasionaly half a
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  #36  
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  
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 10:46 PM..
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  #38  
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  
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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  #40  
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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