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| ST:A2 Problems, Errors and Help Armada II not working? Need Help? Post all your problems here! |
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| Well, I've been a member of the Armada II community for quite some time now, and have always wanted to get into modelling, but to be honest, was pretty lazy about it and didn't put up much of an effort to learn. I've used Milkshape 3D before (though, then it was just for viewing starship hardpoints) - Assimview is ok, though wont show animation, and can be hard to work with at times. However, as regards to my new MOD, and since then, I've re-downloaded Milkshape 3D, and have it working nicely. I've also been taught quite a bit by AdmiralRyan, Major A Payne & a little by Yacuzza - So thanks guys for the help. Nevertheless, I've encountered some problems. The people who helped me to learn (named above) don't all know as much about Milkshape 3D (either because of their using a different program - such as 3D Studio Max, or because they use Milkshape 3D for other resources. ------------------------------------------------------------------------------------------------------------------------------ Now, I've (since working with the program) have encountered some problems that (hopefully) can be sorted out here. A side note, I'll be sticking this thread (hopefully so many more can benefit from it along with me). - if you do have a query yourself, feel free to pop it down. ------------------------------------------------------------------------------------------------------------------------------ My Problems: I've worked on three ships so far (two which have been of .SOD format, though have had to rework all the hardpoints) and one of which I converted (after a lot of trial and error) from SFCIII. None of the models (although they came with them) have their lightmaps in working use. I've reapplied the textures as they were found (at least I'm 99% sure I have) and haven't touched or edited the model except for hardpoints. I can't work out why the lightmaps aren't showing if I haven't edited the textures and / or groups. Two of the ships simply have no lightmaps (one of the .SOD format originals, and the SFCIII conversion). The third ship is fine, until you scroll in close and then the ship goes black (at least most of it) - The areas where the lightmaps should be (lights etc) stay put and don't go black unless you use the directional light, and then move the light - this results in failed lightmaps! Also, a final problem, is that two of the models have hardpoints that seem to move once converted from .MS3D to .SOD format. - It isn't much, just the lights and the plasma leaks, however these play an important part, and I'd like them working. ------------------------------------------------------------------------------------------------------------------------------ Thats all from me for the moment (until I get feedback and / or encounter yet more errors). I await feedback. ![]()
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| Well, I use Milkshape exclusively to model in A2, and I’ll be happy to help, because that sounds like the trap I was in when I first began! Lightmaps? I think that method will work, but I use the Alpha Channel to accomplish the lighting task. (You know, so the hull has shading from the directional lights, but the nacelles and dish glow on their own.) First of all, what program are you using to edit the texture files? I use paint shop pro 7. ![]() |
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| I'm using Photoshop CS for the .tga files. However I didn't think the textures needed to be edited if the lightmaps were already applied to the model... for (at least one) of these ships, there is two sets of textures, one named as normal, and then another (the lightmap version) as "name" with an "i" on the end. This for illuminious I guess... The other two models that don't work well with lightmaps only have one texture file, however did work before I started messing around with it ![]()
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| Don't the lightmaps have to be applied as an alpha chanel to the textures your using? Maybe im wrong but thats what I thought. Anybody Know?
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| Yeah, see, is the program generating those files? Or are you? Have you tried using a stock texture just to see? In paint shop, the command goes something like this… Select all areas that should glow and then go to selection, then save as alpha channel. There should only be only one and once saved successfully, the file size will increase. And as long as milkshape is told to use that tga, it shouldn’t generate any image files. Hope that helps some, the problem I had was the whole thing glowed like a light bulb! The whole ship! But one I used the alpha channel, it was all good. ![]() |
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| Right, I've got a copy of Photoshop CS. So... So, select the parts to glow? Then go to save as and in .tga format? - Something seems a little too basic with this...
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| Yeah that would be. Once you have the area selected, and again, this is in Paint Shop Pro 7 (unfortunately I don’t have Photoshop) but you would then go to the selection menu and select save as alpha channel. Then you go to the file menu and select save to save the uncompressed TGA file. But anyway, I do believe it's an image problem, not a milkshape problem. At this point I would seek out a Photoshop guru. ![]() |
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| Well, I found the "alpha channel" thing, it's there when you save - I've just never noticed it before due to me not needing to see it. Anyhow, still doesn't work. Just to clarify what I did: used the "Magic Wand" tool, selected the parts I wished to glow, and then saved the file - correct? Note also, it would appear that the alpha channel is always on when i save a .tga file anyway!
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| Well, after re-reading the post, it could be some kind of conversion problem, (unlikely) but without actually looking at the files, it's hard to say what might be going on. (could be a photoshop issue, I don't know the commands) If you want to send me some files, I'll be able to help you more. Or, like I said, just reassign the group to have a stock texture and then export a test sod. It will look strange, but you'll see if the lights are working or not. In other words, that test should tell you if it's a texture related issue.Last edited by Slider17 : February 9th, 2006 at 06:35 PM. |
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| What is your e-mail? I can send you one of the non-working ships and you can take a look at it if you so wish. ![]() Thanks in advance!
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| I'm new to modding and have been trying to convert some SFC files to Armada SOD files with Milkshape but I cant seem to get it right. Sometimes the after I've exported the file, it will work and I'll have a SOD and the TGA texture files to go along with it. Most of the time though, I will only get the SOD file and no texture files. Also, when I try to view the mod with the SOD viewer, not even the shape comes up. If anyone out there could give me some advice or some idea as to what I'm doing wrong, that would be most appreciated. Thank you all for your time and your advice with this problem. |
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| Have you deleted all the SFC hardpoints? If not, you need to remove them all, and then rework each of them for Armada (SOD) format. Do you also mind me asking which vessels you have planned on converting, and if they are for personal use, or a public release??
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| First of all, thank you for your timley reply to my question. As for what models I was planning to convert, I had seen some models on a website called battleclinic that looked really great. In my reasearch, it appeared that there were many hundreds of models out there for games such as the SFC series, Bridge Commander, Klingon Acadamy but not many for armada. While I can appreciate the joy of actually commanding one of these ships in ship to ship combat, I also think it would be grat to see these vessels in fleet actions such as those found in the Armada series. Most of the mods I have found for Armada II are fantastic. The quality is impecable! The bad side is that there are so many more that I think would make a great addition to any Armada fleet. For the question of wether or not this was for personal use or public release, this is for personal use only. Due to my being new at this, I have no clue as to how to put together a mod package. Also I have concerns with releasing someone elses work without proper authorization. If in time I get better at this modding thing, than I may try to put together something. For now though, this is for my game only. Besids, I would feel horrible if I caused somones system to crash because I didn't know what I was doing. In regards to the reworking of the hardpoints, how do identify them in milkshape? |
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