Problems with Milkshape -1 reply

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Pizza the Hutt

Me transmitte sursum, caledoni

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19th January 2005

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#1 13 years ago

I am trying to make new ships with Milkshape. I have read Westworld's Big Book of Modding and the SOD tutorial by Major A. Payne. I am using the stock textures because of another problem. When I export my ships, everything is fine, except that they are invisible. When I make a Galaxy variant, you can see only the glowing parts of the nacelles, the Sovereign variant is completely invisible. Here is the second problem: I cannot use my own textures. I tried to convert them from .bmp into .tga using a trial version of Paint Shop Pro 9.0. But when I want to texture my ship in Milkshape, there is a part of the texture file cut off at the left side and attached to the right. Earlier I used Paint Shop pro 7 without any problems. I just opened the Bitmap and saved it as .tga. I don't know where my PSP 7.0 CD is and thought about buying the full version of PSP 9.0. Please help me. I have some interesting ideas for new ships and I want to release them as soon as I get them to work.




Kilobyte

What does the Fox say?

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23rd November 2002

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#2 13 years ago
Pizza the HuttBut when I want to texture my ship in Milkshape, there is a part of the texture file cut off at the left side and attached to the right.

That is not a Paint Shop problem, that is a Milkshape 3D problem. Just the same, try increasing the size in MSPaint, or PSPro, so that the parts are not cut off.

As for th Invisible part, That usually means, that it is not textured. :uhm:




Major A Payne

The 6th Day

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7th August 2002

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#3 13 years ago

The textures your using sound like they still have the alpha channel in them. When exporting with the MS3d exporter or the 3dmax exporter for Armada 1 the model would be practically invisible. Usually glowing sections and running lights are all thats visible.




Major A Payne

The 6th Day

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7th August 2002

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#4 13 years ago

The textures your using sound like they still have the alpha channel in them. When exporting with the MS3d exporter or the 3dmax exporter for Armada 1 the model would be practically invisible. Usually glowing sections and running lights are all thats visible.

Oh and as to your second problem. PSP v8.0, v8.1 and v9.0 seem to have problems with TGA files. Best stick to v7.0/v7.4




Kilobyte

What does the Fox say?

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#5 13 years ago
Major A PayneBest stick to v7.0/v7.4

My bad... I use older versions. Can't afford the latest.




Pizza the Hutt

Me transmitte sursum, caledoni

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19th January 2005

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#6 13 years ago

How can I get rid of the Alpha channels and why are they there anyway? For my second problem, I will get rid of the PSP 9.0 Demo, not buy the full version and instead try to find my old PSP 7.0 CD.




Slider17

I want to be like the Admins

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15th February 2004

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#7 13 years ago

Ok, here goes.....

First, congrats on getting so far without posting.

Second, I'm a little disappointed because of the lack of response this thread has gotten. (sorry guys) You see, I had the exact same problems you are having. So this isn't a new thing. It's kinda funny actually because the errors are even occuring in the same order as mine! Third, here goes, I think this is what your problem is... Don't get rid of the alpha channel, you'll just give yourself more grief in the long run. The alpha channel is there to light up certain regions. Like the nacells and the windows. I did get rid of it and then found myself with a ship I could see, but the whole thing glowed like a light bulb. :( This is where I got stuck for a loooong time. Like you I read the BBOM and the sod tutorial, and many other things but still, I was stuck. There is another document you should read. It came with the plugin itself for milkshape and is called "Assimsoft Milkshape Plugins.rtf". It details the various texturing methods the engines use and different flags you can place in your model to activate them. THE SHORT ANSWER You need to put !phong_ in front of your texture names. And possibly _!noalpha on the end of the texture name. I opened the fbattle sod and looked at it as an example. I recomend you do the same becuase there are other settings on that tab that need to be duplicated. (The emission button for example.) Anyway, I also use PSP7 but I don't use alpha channels. There are other strategies that allow you to go around them, but if your ship has windows, you're going to have to use it. Well have fun, good luck and let me know how it works out! :smokin:




Sherman2

Meh

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30th October 2004

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#8 13 years ago

no you dont need to add that crap to the name!!!! just pick a name thats less than 8 characters, is the same name as group(optional) and doesn't use marks like :, ;, ., ,,/ and stuff milkshape has a plugin that changes the texture type for you from .bmp to .tga make shure the mesh nodes are working to.




Slider17

I want to be like the Admins

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15th February 2004

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#9 13 years ago

Well, I do use names like hull and saucer and they match the mesh. It doesn't work. Do you apply a bmp in milkshape and then place tgas in the rgb folder? Or do you apply a tga in milkshape?




Slider17

I want to be like the Admins

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15th February 2004

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#10 13 years ago

I guess it doesn't matter which format you load and apply, milkshape will convert a bmp to a tga for you, but bmp files can't contain alpha channels if I'm not mistaken. And so, the new tga file doesn't either. So, you'll still have to use noalpha. Or edit the image later if you know how to create alpha channels that is. :confused:

------------------------------------------- Ok, I finally see what you mean about the 8 letter thing. I guess if you have even one, it corrups the entire model, not just that one group. But if you put !phong_ in front of it, the name can be what ever you want.

Hmm, well, I'm glad I'm finally clear on this issue, how bout you guys?!? lol!! :lol:




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