Hey everyone, Im trying to port a ship from Bc to A2, Psycho's Vivace class,, but I just want to know two little thingies.... (it's my first try) what are mesh nodes? :confused: and how do I correctly place hp nodes? I have attached images of how the ship looks like in game... ofcourse it has no weapons yet.... :P this is ofcourse the model without any hp's and any nodes And if Psycho is giving me permission to release it, I will release it on A2files.. but I've read somewhere that Psycho isn't going to give anyone any permission to release his models for any other game... Anyway, I hope some of you can help me,, Thanks....
Thats not Psycho's ship. Thats a DJ Curtus model. We all know the Vivace class and would love to see her converted but DJ has been witholding permisions for a while now. Feel free to ask him and I hope this time he says yes. Look in the tutorial section of A2 FF for Major A Paine's SOD tutorial.
He's been withholding permission? Why is that?
I'm not interly sure but I suspect it revolves around people have not been respecting property rights in total in his neck of the woods.
DJ Curtis withholds permission primarily for models that people want to port to Legacy. The reason being is that he despises the game and to be honest I'm not a big fan of it either (far to many annoying bugs and getting the game going is a big headache).
Tottiboy. Have you checked the poly count of the BC version as its quite high, and might cause lag when built en-mass.
Yes, I know it's high poly,, but is there any way to reduce the poly count,, and if you mass produce it,, it lags, but if you restrict the odf to be able to only build it once,, it's not problem,, right?? But about the mesh nodes and hp nodes,, I'm trying to follow Major's tutorial, but first I need to know what a mesh node it :P because without one, the model would become invisible ingame,, oh, and does anyone have DJ's contact information??
When you setup the hierarchy, the mesh nodes are those nodes that define the respective mesh parts (i.e., parts of the model). These following the following format: m_meshnodename#1 m_meshnodename#2 m_meshnodename#3 m_meshnodename#N - where meshnodename is the actual name of the mesh node. If you are using Milkshape, these names will correspond to the names found under the Groups tab and you will need a mesh node for each group you find there. As you are relatively new to this process, I would recommend that you setup your hierarchy in stages…exporting and testing along the way. Keep in mind that when setting up the hierarchy, when siblings are connected DOES mater, so pay close attention to that. In the case of mesh nodes make sure each mesh node is individually connected to the h_Scene Root. You will find that poly reduction is a rather tricky business and even those with considerably more experience with modding have mixed with results with it. More often than not, it is usually better to just recreate a low poly version of the model using the high poly version as the guide. Good luck in this endeavor. As far as the hardpoints go, MAP’s tutorial should give you the details for those. Didn't DJ include his concant information in the readme file that came with the mod? It is standard operating procedure for the modders to do so.
Oke, another stupid question,, how do I need to know what meshnodename I need to use? and the only way I can contact dj is through PM's on BCU and BCC... but doesn't he have an e-mail??
I thought I just explained that. Look under the Groups tab in Milkshape and you will see all the mesh groupings. Mesh groupings = mesh nodes. You will need to create a mesh node for EACH of these. So if there are 10 mesh groupings you'll need to create 10 mesh nodes in the hierarchy. Send him a PM then, it isn't that hard.
Aaah, now I get it,, the meshnode names need to be the same name as the ones in the groups tab... =D Thanks for your help... it's very much appreciated.... :D I thought i first did something wrong,, but the letters need to be excactly the same as the meshes... including capital letters...