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Old March 15th, 2006   #81
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Default Re: Milkshape Crashes during MOD to SOD conversion

If its crashing during the import proceedure then its down to either poly count or vertex count being to large for MS3d.

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Old March 16th, 2006   #82
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Default Re: Milkshape Crashes during MOD to SOD conversion

As Major Payne said, it is likely to be because you are trying to inport a model with a very high polly count. MS3D simply can't handle it, thus crashes.

I notice you said you are getting your files from Battleclinic. This is likely to be the reason as to why this is happening. Battleclinic (although hosts loads of lovely ships) does so for the SFC series, of which allow high pollied models.


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Old March 16th, 2006   #83
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Default Re: Milkshape Crashes during MOD to SOD conversion

Merged with MS3D Thread.


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Old March 16th, 2006   #84
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Hmmm, I shoulda thought of that. Which I did, but needed confirmation. Thanks!

Thats what I was afraid of. Well, guess I'll start saving for MAX then. Speaking of which, have any idea when they will come out with the import dll.s for MAX 8?

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Old March 20th, 2006   #85
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Default Re: Milkshape 3D

Thanks Slider17, that's very useful. If only the other shapes were ovals, semi circles and triangles!!

There is another tool called Vertex, but all that happens is I place dots around. Do these link up? Can I outline a shape? or do they serve another purpose?

I don't want to say what I'm building as I want my first ship to be a surprise!

I'm still having trouble with a mesh, the shapes don't register as a mesh and neither do the m_ things I attach.

Can you add different things like - m_wings, m_mainbody instead of saucer and nacelle etc.?

Also one final question please, in ST:ArmadaII, the construction ship doors open, is this a texture thing or jointed in the model? Can it be carried over??

Any more help would be great!


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Old March 20th, 2006   #86
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Default Re: Milkshape 3D

Hi all, well, a couple of things...

wildcard621, in addition to what’s already been said, there is a trick you might try... A long time ago I was trying to convert some .mod Tholians from Klingon Academy I believe? Anyway, I know what you mean, you click the icon to open up the Milkshape program, then go to File, Import, and then the model you select crashes the program. But, I’ve noticed, that when I import one or more .mod files successfully, (by importing one and then going to File, New) and then I go back to one of the files that crashed before, it will now import! But next of course, you would go to File, and Save As, because this is a slippery one! Hope that helps!

Archerscott, actually, it’s kinda good that you didn’t answer my question because it would have been really off topic. When making or working on a model, I never use the Vertex, Face, or Extrude buttons, I’m not sure they apply to an armada modeling setting.
Or maybe I just don’t know how to use them! But I do know that when first starting, it’s important to see that there are two Vertex and Face buttons. The ones I mentioned are on the Model tab under Tools. However, when using Select, Face and Vertex will appear under Select Options. That panel and the Scale button is really the key to modifying shapes in Milkshape...

And now, about the door question... That is an animation and with Milkshape, I don’t know how it can be done. I think that key frames and rotating not only the mesh, but the mesh joint as well are involved, but I’m not sure. I think that can only be accomplished with 3DsMax, but I would like to be wrong. I use the h_bot joint though, so the bees at least go the correct place on the model!

Lastly, the Group name is what goes after m_ on the joint name. But keep it to like one word or something. Heh, Word.
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Old March 21st, 2006   #87
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Hi, i have converted a bridge commander ship into armada using milkshape3d, but no matter what i do i cannot get the alpha channels to work correctly. I end up with either the ship glowing irrespective of ambiant light, or just the alpha channel showing and most of the ship invisable. Any idea what im doing wrong? the orrigional model was downloaded from this address
http://bridgecommander.filefront.com...ttleship;39008

I also attach the converted model and textures
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File Type: zip jwar.zip (1.92 MB, 7 views)
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Old March 21st, 2006   #88
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Default Re: Lightmap

erm... lets see if I can help with this.

You know in MS3D, you have two texture plots? Where you select, and then select the texture(s)? Well, you only want the top one with anything on, and in the bottom (2nd one) you want nothing.

With this (I am assuming here you have access to a graphical package, such as Photoshop or Paint Shop Pro)? Well, with this, and with an open file (.tga) you have (within the "layers windows") a "channels" tab.

There are usually four images in there, one of the original, one of blue, one with red and another named green. These represent the "RGB" in the textures folder.

Anyhow, using the magic wand tool, you can select areas (on textures) that you wish to glow in-game. With this, you then save them (by right clicking over a selected part, and going to "save") and then name it "Alpha Channel". This "should" sort out your problems.


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Old March 21st, 2006   #89
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From: Modding & Editing
To: Problems, Errors, Help & Others


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Old March 22nd, 2006   #90
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Default Re: Lightmap

thanks for your reply. I tried doing that but when in game, only the alpha channel shows. Any other ideas?
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