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  Discovery Gaming Community Discovery Development Discovery Developers Forum Freelancer Modding Tutorials
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Want to Start developing?
Offline kimiji
11-14-2009, 09:56 PM,
#101
Member
Posts: 91
Threads: 8
Joined: Nov 2009

Can the ships be imported into max? I don't have milkshake and always work in 3ds max.

[Image: kimiji1.jpg]
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Offline Seth Karlo
11-15-2009, 12:03 PM,
#102
Member
Posts: 2,985
Threads: 141
Joined: Apr 2008

I use Autodesk MAX aswell. Make your ship in MAX, then export to .3ds format. Import to MS3d (Get my FL pack or Frozens Hitbox help tutorial) and then texture (or you may have textured it in MAX, I don't know how to) and then export to .CMP

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Offline kimiji
11-15-2009, 03:17 PM,
#103
Member
Posts: 91
Threads: 8
Joined: Nov 2009

Dang. Ah well. And I always texture in max. I guess I'll pick up milkshake for the exporting.

[Image: kimiji1.jpg]
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Offline Seth Karlo
11-15-2009, 05:11 PM,
#104
Member
Posts: 2,985
Threads: 141
Joined: Apr 2008

If you need any help, my Skype Name is Sedrander

Feel free to add me.

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Offline Turkish
11-15-2009, 05:15 PM,
#105
Member
Posts: 2,617
Threads: 50
Joined: Aug 2007

' Wrote:Can the ships be imported into max? I don't have milkshake and always work in 3ds max.

If you're talking about inporting the .CMP files into Max then no you can't directly, but with MS3D you can import them along with their HP coordinates, UV mapping, and scaling preserved.

Otherwise there is this pack of vanilla models and textures in .MS3D, there should be another floating around with the models in .3ds too. I think.

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I have a fetish for all things Norse.
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Bobthemanofsteel
11-15-2009, 05:15 PM,
#106
Unregistered
 

lol how doz I mak modz?

But seriously, this question will probably end in my disapointment, but is there any easier way to edit UTFs then the UTF editor?

I'm making a sound mod and It looks very daunting from where I'm setting.

All those numbers and letters making codes and stuffs XD
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Offline tansytansey
11-15-2009, 07:57 PM,
#107
Member
Posts: 4,099
Threads: 67
Joined: Aug 2008

' Wrote:Can the ships be imported into max? I don't have milkshake and always work in 3ds max.
Milkshape is the only program that can import and export CMP files, at some point along the process you will have to use it.

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|Ashes and Draya's Epic Adventure|Ashes "Nighthawk" Yotaka|Nightfall|Eva Jones|
[5:50:49 PM] JakeSG (William Darkmoor) says: I like you, Ashes. You're more cynical than God.
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Offline Nym
02-11-2010, 09:09 PM,
#108
Member
Posts: 3
Threads: 1
Joined: Feb 2010

I have a question.
I made a ship made out of 2 CMP files..attached them together using the cargopod methot...si overall I have a **** which is over 40k triangles...

Here's a link:

http://fc05.deviantart.net/fs70/f/2010/038...x_by_Nym182.jpg
http://fc00.deviantart.net/fs70/f/2010/034...t_by_Nym182.jpg

The ship works great in space no bugs or anything like that, the cargo pod component takes shield hits damage all that.

Problem is whenever I am docked or landed on a planet the cargo pod component is not visible in the city scape scene or station...So I only see half a ship. Is there a way of making cargopods visible in the cityscape?

I'm posting here because discovery mod has a thing for buyable cargo pods and you guys might shed some light on this.

I'd really apreciate it if you could help.
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Offline Seth Karlo
02-11-2010, 10:08 PM,
#109
Member
Posts: 2,985
Threads: 141
Joined: Apr 2008

I thought Cargopods were visible when you land... I'm sorry, I have no idea. Try asking Cannon?

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Offline komet
02-16-2010, 08:54 PM,
#110
Member
Posts: 259
Threads: 15
Joined: Aug 2008

I've got two quick questions for ya, Seth:

1) How do I add radiation to zones?
2) Is there anything else that I need to do to make the game announce the radiation damage and show the rad. symbol?

I can't seem to find any good examples of it in any .ini files or any threads on the forums:(
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