Question:
I am trying to finish up a few ship SODs, HPs, etc, and I've managed to export a SOD, complete with TGA and ODF files. I installed it into A2, but all I get is that cube with the MS Paint-esque spider on the sides. The hardpoints are all added and grouped and everything (I followed Westworld's BBM to the letter, except on the ship's shape), and the mesh itself is a group of about 5 different pieces. I have 3DS Max 5.1, and I used the 4.0 SOD exporter (it did recognize it). Also, I used Milkshape to create the mesh and texture the ship, and exported to Autodesk 3DS (which should have retained everything). I've gone over everything twice, and am still having trouble knowing what is wrong. If anyone out there can help, I'm all ears!
OK, I've managed to fix most of the problem. Now, the trouble I'm getting is a lack of texturing on the models in the game (on just the ones I've created, not all the ships). I've named everything exactly the same and all, and I've kept all the names under 8 characters (converting between Milkshape and 3DS Max using Autodesk 3DS files was giving me crap about name size). Is there a certain resolution (the 16, 24, or 32-bit stuff) that A2 textures HAVE to be in? Please reply ASAP so I can release a teaser pack for Gundam Armada (and please don't disregard this just because it's Gundam Armada. I think people are ignoring my posts because of this).
OK, in case that last reply was confusing, here's the list of what I did: 1. Created model in Milkshape 3D 2. Created texture and saved in 24-bit TGA 3. Textured model in Milkshape 3D 4. Exported model to Autodesk 3DS format 5. Imported model into 3DS Max 5.1 as 3DS format 6. Added hardpoints to model, using Westworld's BBM as a guide 7. Grouped hardpoints, using Westworld's BBM as a guide 8. Exported to SOD format 9. Put everything in the right folder 10. Ran A2, and swore a lot when I built the ship, but it was pure white.
I hope that helped any to understand the situation. Note that all the ODF files, Techtree files, etc have been properly edited, and the SOD and TGA file names are identical.
Just a question, I know you said you saved the textures as 24-bit but did you make sure they were "Uncompressed"??
I'm no genius with models & textures but I do know that textures must be uncompressed or the game won't read them!! :D
They be uncompressed 24-bit TGA. I'm just as stymied as everyone else, I'm afraid.
Hmmm, it's beyond me then I'm sorry!! :(
OK, I figured out why it wasn't working. Forgot to make the texture a 2^x power (i.e. 512X512, 1024X1024, etc).
son_of_vegeta
have 3ds Max and when i try too convert to sod it fails i followed the big book of moding to the word everything is the same except the shape, in 3ds when i try to attach all of the shapes i used to make the ship i don't think they attach properly. should i use milkshape 3d to make the model ? and then export it to 3ds Max.?
Your site seems to be down... I was curious as to how things were going. I started working on a Gundam TC for FS2 last November but being a team of one and not a modler has been kinda slow. Anyway I do have a fan made white base that I textured you can have if you are looking for one...
Here's a pic of a wing of Zaku's attacking it. I only armed it with anit-cap ship weapons for now otherwise it would fire back.
I am looking for help also with my TC. I am doing the original storyline first and then continuing all the way up to Gundam X (don't know if I will do Gundam wing I have to watch all teh episodes first.)
I do have Nav lights so once we get an asteroid installation I can recreate the naval rewiev base where all the fed ships got attacked.This is one of a few mods I am a part of (3 my own and 3 others with teams)... Anyway good luck with your effort!
Model Export Errors
To fix this an explanation needs to be given. Firstly when exporting a model you may come across parts of that appear to be invisible, or inverted. The reason for this is generally because the SOD exporter from 3d max may find a non welded vertex. I don't know how to fix it with 3d max but with MS3D you do the following method:
1) Import/load the model as normal. 2) Select ALL parts of the mesh using either the drag/collect (LMB and drag mouse) method or by using the GROUPS tab for the context menu. 3) Right click in the perspective 3d window (bottom right) and set the viewing properties to TEXTURED or SMOOTH SHADED. 4) Click the VERTEX drop down menu. 5) Finally click the WELD option from the vertex drop down menu.
You'll know if any of the model would give an error because the mesh will change ever so slightly in the perspective window.
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