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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Rheinland model

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Rheinland model
Offline Jinx
09-13-2009, 09:33 AM, (This post was last modified: 09-13-2009, 09:34 AM by Jinx.)
#101
skipasmiður
Posts: 7,685
Threads: 313
Joined: Sep 2007

what come next:

- export it as either a cmp/mat or 3db file to be used in freelancer
- craft a sur file or resize an existing one ( vanilla ) - in case one fits well enough ( don t resize custom ones if possible, cause depending on how the custom ones were made - they become bugged when resized )
- hardpoint the ship in hardcmp
- fix a shiparch entry for the ship
- fix a cockpit entry for the ship
- fix a goods entry for the ship
- if possible you can also make a wireframe model - so it appears as a wireframe in the subtargetting window
- test the ship ingame and test the hitbox

and

- don t forget to submit it


edit:

and - - your version looks "better" - but not as rheinlandish as the other version.

[Image: just_a_signature_by_sjrarj-d63yjsx.png]
Shipdesigns made for DiscoveryGC
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Offline Cyberanson
09-13-2009, 10:10 AM,
#102
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Posts: 1,555
Threads: 100
Joined: Mar 2008

' Wrote:- export it as either a cmp/mat or 3db file to be used in freelancer
- craft a sur file or resize an existing one ( vanilla ) - in case one fits well enough ( don t resize custom ones if possible, cause depending on how the custom ones were made - they become bugged when resized )
- hardpoint the ship in hardcmp
- fix a shiparch entry for the ship
- fix a cockpit entry for the ship
- fix a goods entry for the ship
- if possible you can also make a wireframe model - so it appears as a wireframe in the subtargetting window
- test the ship ingame and test the hitbox
Problem is: I can't export this thing to Milkshape. I get just a black body without textures. I could even do the hitbox in Blender, but without Milkshape it's not possible for me to proceed...

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Offline Jinx
09-13-2009, 10:18 AM,
#103
skipasmiður
Posts: 7,685
Threads: 313
Joined: Sep 2007

i am sure someone can assist you there. - dunno who else works with studiomax / gmax or blender - but i guess someone is doing so. - from what i know - milkshape is necessary, cause its the program to export to a FL format - so there re not many ways around it.

i m sure there s a way to export skin information into milkshape, too. - Xing used to make models as a 3db format - which came with skin informations for milkshape, too - ( the skins had to be reloaded in milkshape, but not reapplied - saving like 90% of the time and efford )



[Image: just_a_signature_by_sjrarj-d63yjsx.png]
Shipdesigns made for DiscoveryGC
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Offline Cyberanson
09-13-2009, 10:41 AM,
#104
Member
Posts: 1,555
Threads: 100
Joined: Mar 2008

Yeah Jinx, you are right. I wonder why I didn't come to that replacement thing myself. I have now a nearly complete model in Milkshape. Only problem: some faces don't appear. What could that be?

[Image: 30tib0g.png]

They don't even come with the import...

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Offline Jinx
09-13-2009, 10:47 AM,
#105
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Posts: 7,685
Threads: 313
Joined: Sep 2007

faces not appearing - in some cases that issue can arise from a complex way other programs deal with faces, - like clipping or more complex triangular meshes. - milkshape "converts" models to a simple triangular mesh - and it may conflict with that of complex programs like studio max.

but i somehow doubt that this i the case on your model as you ve not used excessive ( that means - literally excessive ) details there nor shapes that are very much out of the ordinary.

[ as an explanation - when you use metasequia - a rectangular based modelling program, and you create extremely detailed extrusions / smoothings - milkshape can crash upon uploading the face information ]

another reason "can" be that milkshape attempts to read the skin information of a face and fails - resulting in an error or simply ignoring the face at all.

now - i don t know how your model looks like - are the missing faces symetrical? - like left AND right alike - or randomly spread.

if they are random - you may be able to delete and mirror them. if they are symetrical - it might need to be looked into the skinning method maybe. ( in case you convert the skin information, too )

maybe blender uses a face skin method not really supported by milkshape ( UV, manual, sphere )

[Image: just_a_signature_by_sjrarj-d63yjsx.png]
Shipdesigns made for DiscoveryGC
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Offline Cyberanson
09-13-2009, 10:55 AM,
#106
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Posts: 1,555
Threads: 100
Joined: Mar 2008

I mostly use mirrors and easy shapes, so that would be rather strange if exactly THIS would cause the trouble. I tested it with a single object, which consists of 14 vertices, all rectangulars... and it didn't show up in Milkshape.

Even after I deleted the skins from this object it didn't show up. That is very strange.

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Offline Cyberanson
09-13-2009, 04:33 PM,
#107
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HECK! It won't work!

I have two choices: using the Wavefront (.obj) type, which lets me lose all texture information (Yes, it's not about path adjustment, they are gone) or using the 3DS, which lets disappear parts of the ship without any reason. I tried everything.

I see no chance. Hints?

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Offline Doom
09-13-2009, 05:15 PM,
#108
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send me blender file and i will try to convert it
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Offline FroMcJoe
09-13-2009, 08:50 PM,
#109
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Posts: 28
Threads: 8
Joined: Aug 2009

I think it would be cool if you could make what look like huge hanger bay doors in either the front or bottom to kind of like the larger landing craft in real life that look like normal ships but the whole bow opens up so troops and takes can swarm out. You could also put a what looks like a door on the bottom for airdropping troops or armor (is there even armor in the FL universe?) or you could make little almost escape pod look doors in the bottom (lots of them) and say that they drop something like the ODST of Halo. Just my 2 cents. The model looks AWESOME!
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Offline Cyberanson
09-14-2009, 01:56 PM,
#110
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Okay folks. I got the model without any flaws in Milkshape. It was a problem with the normals. After some hours of trying I figured that out. Blender exports somewhat strange: normals which are visible in Blender itself, are inverted in Milkshape... meh, I got that.

Now another problem: some textures are exported, some not. They don't belong to each other somehow, but it throws out the same textures always, which is why I expect some incompatibility between Blenders material handling and Milkshape. I exported all image files together with the model, so they are always in the same directory. Some work, some not...

To do some further testing, I exported the model from Milkshape to the CMP format. The model is there!:yahoo:But without any textures... I bet I have to create material files first.. how do I do that and assign them properly to the model?

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