Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Taristin on March 09, 2005, 11:09:26 pm

Title: The bugtesting Continues... (GTF Ares)
Post by: Taristin on March 09, 2005, 11:09:26 pm
For those of you who like that sort of stuff, I want you to abuse this ares mesh. And find me problems I'll have to fix on it.  Ihope there aren't any, but ehh, I never know, these days...

Has LODs, Debris, and all that what what. I don't know how the eye point is set up, but if one of you gents tweak it right, I'm sure the 'show ship' flag will work for this one. Although, grated, I never designed the cocpit to be used that way, so it's kinda...... hackish, methinks.
Title: The bugtesting Continues... (GTF Ares)
Post by: StratComm on March 10, 2005, 12:18:54 am
The glass needs to be part of the main object, because right now it's not rendering the pilot through it.  I'm guessing you're using the Max plugin; attach the glass to the hull before conversion.

EDIT: If you've got the scene set up for conversion in a way I can open it with Max 5.1, I can take a look at the heirarchy for you, as transparency has to be done just right or it doesn't work at all.  If you'd like me to look at it I'd much rather have the source than have to decompile the model, like I had to do with Nico's 'zech.

EDIT2: And the eyepoint is roughly three meters behind the pilot's head, give or take.  Dead-center with his face though in the lateral and vertical directions.
Title: The bugtesting Continues... (GTF Ares)
Post by: Trivial Psychic on March 10, 2005, 12:56:17 am
I'm not sure if you've changed this since the previous release, but the MOI figures were off.  It was causing Ares fighters in game to get batted around like softballs.  I edited the entry and copied the figures right out of the original pof, and that seemed to fix it.  Also, the shield mesh doesn't encompass the "fins" on the sides, but since the :v: original design had this, it can hardly be a fault of yours.  Never-the-less, it shouldn't be that way.  Now, to test out this new release of yours.

Later!
Title: The bugtesting Continues... (GTF Ares)
Post by: Taristin on March 10, 2005, 07:29:55 pm
Stratt; I don't know if it will work for you, as the scene is a max 7 scene file, and max 6 won't open it. :blah: But I can fix the glass as part of the hull real easy. However, I think the problem may be the texture is missing an alpha chanel, rather than the model being set up correctly.

Triv; I could have sworn I set up the MOI data. But I guess modelview didn't save it correctly. The shield... I guess I can probably make a new mesh for it.
Title: The bugtesting Continues... (GTF Ares)
Post by: StratComm on March 10, 2005, 08:06:52 pm
MOI looked right, so I'd guess you set it up.  I did give the glass an alpha-mapped texture, but nothing shows through it.  I know for a fact that all alpha needs to be part of the primary hull, so I know it's set up wrong.

When you attach the glass, make sure it's the last material listed.  That's important, as alpha maps have to be rendered last.
Title: The bugtesting Continues... (GTF Ares)
Post by: Taristin on March 10, 2005, 08:53:41 pm
I use the max exporter, so I don't know how it orders the maps. I have a hunch, I'll have to try it out.
Title: The bugtesting Continues... (GTF Ares)
Post by: StratComm on March 11, 2005, 10:45:31 am
It bases it off of the model's multitexture material, the one you get if you eyedrop the mesh without selecting faces first.  Just make sure the glass is the last thing listed there once the glass is attached.