converting homeworld ships to a2 -1 reply

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Darth_Saberous

Slightly cooler than a n00b

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25th May 2006

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#1 11 years ago

first sorry i know u hate double posting but it wouldn't let me edit the first.

has anyone ever tried or know how to convert home world ships into a2.

after fiddling with it for pretty much a night i got the ship into a2. problem is the ship doesn't do anything but move.

i used MS3D Hardpoint Cheat Tutorial for ST:Armada to make my hard points but when i do that and convert the ms3d file to sod and place it in storm view i can't see the ship.

it prob doesn't help that there are 56 groups 22 materials and no joints so how do i add hard points and keep everything?

so how do i get the groups and materials to mesh with m_lod1 m_load2 ect? or do i have to make a m_lod? for every group and how do i do that?




Ragnar

Sneaking about...

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17th April 2007

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#2 11 years ago

Well if there aren't any joints I'm amazed the model even worked in A2. Your mesh joints have to match the names of each group. Like say you have a group called "hull", you would have to create a joint named m_hull to make it appear. If you can put all the groups that use the same material into one large group, it would cut down the amount of groups that exist in the model. Actually, use the Hardpoint Tutorial on the A2 site if you aren't already, it's helped me more than once when I forgot names. Also this is for milkshape, but I'm sure the mesh names are for other programs too. Armada 2 Files - Milkshape 3D Tutorial




Dan1025

Adopt, adapt, improve

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24th February 2007

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#3 11 years ago

I really hope you keep trying at this and I hope you will release the ships if/when you finish them, as the Homeworld ships are really good and it would be great to see them in Armada 2. Good Luck!! :)




pepperman

Cloaked in the Neutral Zone

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5th February 2004

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#4 11 years ago

Read this tutorial (Milkshape 3D Tutorial) Armada 2 Files - Milkshape 3D Tutorial Ensure that all of your homeworld texture maps are converted to tga files. These files must be square (128x128; 256x256; 512x512; 1024x1024) and 2 bit uncompressed. Remap each of these in the Milkshape program. Use the tutorial to setup the heirarchy and export.




kel333

IWL: Klingon Defense Force

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10th June 2005

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#5 11 years ago
pepperman;3838589Read this tutorial (Milkshape 3D Tutorial) Armada 2 Files - Milkshape 3D Tutorial Ensure that all of your homeworld texture maps are converted to tga files. These files must be square (128x128; 256x256; 512x512; 1024x1024) and 24 bit uncompressed. Remap each of these in the Milkshape program. Use the tutorial to setup the heirarchy and export.

(Just fixing a typo.)




Darth_Saberous

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25th May 2006

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#6 11 years ago

hello everyone, thanks for you interest with the homeworld ships as soon as am done converting them i will release them. the first ones that will be released are the nova, omega and shadow omega but first i need to over come with problem, and Its with all the omega ships so how do i make rotating sections?




pepperman

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#7 11 years ago

If by rotating section you mean animations then you are going to have to use 3D Max for that as Milkshape 3D doesn't support the type of animations used in Armada.




Darth_Saberous

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25th May 2006

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#8 11 years ago

yup thats what i mean? where do i find that program? and how do i do that?




pepperman

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#9 11 years ago

With around $2000 and a lot of practice. 3D Max isn't free and the new versions don't work (can't export to Armada).




Darth_Saberous

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#10 11 years ago

WOW :eek: well then is there someone that could make the sections rotate for me if i game them the files?