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; Whey, More Issues (Still haven't sorted sorted out them lightmaps yet either Slider) Anyhow, it has been said back somewhere, ...

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  #61  
Old February 28th, 2006
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Default Re: Milkshape 3D

Whey, More Issues (Still haven't sorted sorted out them lightmaps yet either Slider)

Anyhow, it has been said back somewhere, but sometimes, you import a model, and parts are all over the place (something to do with the vertexes not being connected). Nevertheless, when you put these models in-game, they work as they should. So the model isn't really screwed.

My question is this: Is there a way (using Milkshape 3D) to sort this out, and to see how the model how it looks in-game?
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  #62  
Old March 5th, 2006
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Default Re: Milkshape 3D

SSA, yes, there are many more issues (like texture application techniques), but I think this thread has been a good start.
And with the model not looking right, do you mean the mesh is physically messed up, or that ships look like white blobs? (And when I made alpha channels in the tga’s for that hideki, it looked good in-game. If you want to switch to paint shop pro, I could help you further. But again, I would keep Adobe, it is a much better program)
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  #63  
Old March 6th, 2006
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Default Re: Milkshape 3D

What took ya?

Right... The Mesh. You open it (them) up in MS3D and parts are scattered. Take (for example) The Excelsior Version I have: The necelles are not joint to the engerneering section, and the "what would be the blue glows on the necelles" aren't attached to the necelles. The saucer is also backwards and various other parts are scattered.

The thing is, although this is what it would look like in MS3D, when you put the ship(s) in-game, they work perfectly... - I hope you get what I mean by this. If not, I shall post a screenshot later on once home. - If you do know what I am on about, I need to (somehow) join them together as they should be. There must be a tool or something... Just I don't know about it.

As for lightmaps and textures. Lightmaps I *may* know how to do, Yacuzza put foward a part of Photoshop that I didn't know about, and it has lightmaps in this part, I've yet to test this in-game though, so will have to keep all posted.

As for Texture Application techniques - I assume you mean applying a texture to a new model? - I tried this yesterday, but have no idea where to start lol.

Edit:

I'm home now (god college was so boring) - But anyway, I've taken a shot of what I get for the Excelsior Model I am using - and what it looks like when loaded into MS3D.

Note however, when you put that ship in game, the parts are together and there simply is no problem.
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  #64  
Old March 6th, 2006
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Default Re: Milkshape 3D

Well, that is bizarre... I’m guessing this is a conversion??? Haven’t run into this exact type of problem, before but... it could be worse. I’ve had the opposite, where it’s fine in milkshape, but the parts are messed up like that in-game. My question is this: When you click on the Joints tab, and click on the joints labeled, m_saucer for example, are all the joints in the same place, or spread around?
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  #65  
Old March 7th, 2006
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Default Re: Milkshape 3D

Nope, the models in question aren't conversions. They are built from scratch - As for the joints (when selected) they appear to be where they should be (if the ship was together) - Screenshot Attached.

I did plan on redoing all the joints for all the models in question, though seeing as I have this "problem" I decided to leave these models until I can figure what is going on.
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  #66  
Old March 8th, 2006
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icon_question Re: Milkshape 3D

in assim view (and the map editor) my hardpoints are all out of allignment. ive read above and need help to sort this out. All hardpoints are in the correct places in milkshape i cnt figure it out and havent got the patient or the accuracy to move them up ALL up in asim view.

what i want to know is wat causes this problem? and how can i solve it this time and not get it to happen next time?

Last edited by uk9999; March 8th, 2006 at 11:29 AM..
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  #67  
Old March 8th, 2006
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Default Re: Milkshape 3D

Quote:
Originally Posted by SupaStarAsh
Nope, the models in question aren't conversions. They are built from scratch - As for the joints (when selected) they appear to be where they should be (if the ship was together) - Screenshot Attached.
Well, first, if the models are from-scratch in milkshape, then why did the author detach the saucer and nacelles? It doesn't make sense. I mean, they are probably conversions from 3DS Max or another modeling program.

Second, all the mesh joints should occupy the same space. When clicking on the different m_ joints, it should look like the same joint. Is this the case? Lastly, did you get my e-mail?

Now about this spacedock... If I recall, this is from the POTD a few days ago? Well, I think we’d all like to see this in-game so here we go... (joint trees are difficult to explain though guys)

For example, if the joint tree is showing and then you press Select All, then the entire model is selected, including the joint tree. Now if the model is moved, the group moves, but the joint tree will experience an amplified movement. Meaning, the joints at the base will move correctly, but the higher up the tree, the greater the movement, so it gets distorted. This would effect the lights and hp’s for example. If this has ever occurred, I would delete the tree and start again.

Another way joints can get distorted is if the parent node is turned. For example, if h_hardpoints is turned, the joints may be distorted in the game, assimview, etc.

Of course, without seeing the model to examine the problem, it’s just a guess. You’re welcome to PM me and I’ll take a look at it.

Last edited by Slider17; March 8th, 2006 at 08:01 PM..
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  #68  
Old March 9th, 2006
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Default Re: Milkshape 3D

Quote:
Originally Posted by Slider17
Well, first, if the models are from-scratch in milkshape, then why did the author detach the saucer and nacelles? It doesn't make sense. I mean, they are probably conversions from 3DS Max or another modeling program.

Second, all the mesh joints should occupy the same space. When clicking on the different m_ joints, it should look like the same joint. Is this the case? Lastly, did you get my e-mail?
Well, I haven't got any mail from you...

Nevertheless, I spoke to MaP about the problem via MSN yesterday, apparently the models were made in 3DMax, and (with the way they were created) the developer didn't "finish up" correctly.

I spent the majority of yesterday evening, moving the parts of the model(s) around to make them look how they should be, and then weilded the parts (MaP seemed to think this would do the trick) - I haven't had chance to try them out in-game yet though. I should get around to doing that sometime late next week.

I just can't / couldn't work out how, if the model works in game, why it looks messed up with MS3D. That much is beyond me apparently. Anyhow, thanks for the help.

As for the space dock, I don't know what is with that. Though you are in the right place to find out (Slider is a pro with MS3D)
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  #69  
Old March 9th, 2006
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Default Re: Milkshape 3D

its ok i found out how to sort out the hard point trouble

u just gotta put h_hardpoints exactly in the centre (think co-ordinates 0,0,0)
i just missed but for now im fine with this much success i will prob redo the lot in the near future

here a screenshot - i put it in the pictures of the day but theres about a que of 50

thx for all ur help and ash that tutorial link helped alot - i learn quickly

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  #70  
Old March 9th, 2006
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Default Re: Milkshape 3D

Quote:
Originally Posted by uk9999
its ok i found out how to sort out the hard point trouble

u just gotta put h_hardpoints exactly in the centre (think co-ordinates 0,0,0)
Yeah, that will do it. And SSA, the e-mail was just about the excelcior. But I think you're on the right track. You're just going to have to move the meshes around. But I'm curious to hear how they look in-game now, heh. If they're still giving you grief, try re-doing the tree.

And just some advice, the joint tree is my very LAST step. If I don't do it last, I just end up having to re do it anyway, so...
But glad to hear the progress!
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