Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Turey on March 12, 2006, 02:26:18 pm
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so, it's really kinda sad, but i can't seem to figure out how to do this. All I want to do is modify one ship, adding a bit of stuff. so i got the model out of the .pof (kind of annoying that it's all in one peice.) however, i can't seem to turn it BACK into a .pof. the pof exporter of 3ds max isn't working for me. it saves a .pof file, but when i open it in FS2VIEW, it doesn't show anything. any help?
also, if anyone has made a Zeus Bomber in 3ds max and would be willing to share the .max file, it would be very much appriciated. I'll credit you if i ever finish what i'm trying to do.
EDIT: also, how does one open/saveas .dds? and which file is the map for the warpout effect?
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The warp effect is a .ani file. "WarpMap.ani", "warpmap01_1.ani", "warpmap01_2.ani" etc.
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i finished the model:
(http://img.photobucket.com/albums/v86/Turey/SolarFlare.jpg)
now i just need to get it into .pof format.......
EDIT: alright, it won't go into .pof format. says there's too many vertecies. am i doing something wrong? there's gotta be less vertecies in my bomber than in a normal capital ship...... it says that the model has 14710 vertecies. does that sound right?
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it says that the model has 14710 vertecies. does that sound right?
um, no.
maybe you should weld 'em up ? Not sure how you got that many...
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Tres bizarre. Try converting to an editable poly and using the weld tool to merge duplicates.
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alright. I seriously need help. anyone wanna try their hand at editing this .pof (http://files.filefront.com/SunRiderzip/;4877663;;/fileinfo.html)? (especially getting that main texture to orient correctly..... it showed up fine in truespace........)
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Right........ ok.... yeah. I see where all those verts are from. You really don't need that many segments to make a smooth mesh for one thing.
Secondly, you have the model pointing the wrong way.
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Yup, the sphere halves are using a lot of polygons, and the jet things are using way more polygons than needed, basically, you've got 16+ polygons per side of the jet thing when you could have used 2, try reducing the number of segments to 1 when you create the cylinder, and making the sides 6-8. :)
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i had already chopped down the verts..... i had like...... 198 in one spot on the main ship. and the average ponit had 98 others on top of it.
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alright, almost there. now, when my ship shows up in the tech room, the thrusters show. they don't show on any of the others. what did i do wrong? they're glued as children to LOD 0.....
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Thrusters must be mapped with a texture named "thrusterXX", IIRC, case sensitive depending on the build. Freespace automatically replaces whatever map is on it with a species-defined one.
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ok, everything is working EXCEPT that animated textures don't show up on my ship..... any idea what i'm doing wrong? all the static textures work, and the animated textures work on the other ships, but the animated textures don't like my ship. they cause the parts they're put on to dissappear......
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I too woudd like to know the mysteries of animated textures (cuase of the Trek Project I need to do soemmore experiemnting)... Especially in regards to transplanting an existign animation onto a texture slot ect or other method...
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could someone please explain to me how to get .ani textures to show up on my ship?
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Make sure the texture name is correct and that the ani is in data/maps. That's all there is to it. ANI should override everything but EFF, which is also an animation.
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still can't get the animated textures to work.
does anyone know how to move the object axis in 3ds max 8? you know, something like the "align axis with object" truespace thing.
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does anyone know how to move the object axis in 3ds max 8? you know, something like the "align axis with object" truespace thing.
Yes, but the exact location of the relevant button escapes me ATM (at work). Um, just click on the tabs for the bit on the RHS of the screen (where the object creation button, object selection, tools, etc tabs are) until you see the bits for aligning the axis. I'll try and post a screen (from max 4.2, natch) when I get home tonight.
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Moving/rotating the axis? It's under Heirarchy tab->Pivot->Affect Pivot Point.
Edit: At least in 7.