How to edit existing ships using the Model Property Editor -1 reply

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captynjaneway

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5th December 2003

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#21 15 years ago

hey, great program this is...but i wanna know...how do you add a weapon to an existing ship??




captynjaneway

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5th December 2003

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#22 15 years ago

oh yeah and if you know...please email me ...temporalsojourn@aol.com thanx!!

long live the Federation...and Captain Janeway!!




MilleauRekiir

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4th November 2003

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#23 15 years ago

for all those looking for 3dmax, it is available at www.discreet.com. Another 3d engine I use is the reduced version of 3d max called gmax (also at discreet.com) - this is free and it would be helpful if anyone knew of any .nif exporter plugins that have been written for it. A final thing I use is called milkshape, a link to which is in the downloads section of www.assimsoft.com. At the moment, I find myself using 3d max to create, gmax to count poly's and then milkshape to export, which is a pain.

On the other hand, I'm left with great nifs that can then be put into the game through the model property editor. Now that I am finally getting to grips with it. However, I would like to know a bit more about the finishing touches. I have replaced a bop with a small federation craft of my own design and given it all the properties it needs. Now I need to get that to work independantly - with its own tactical icons, and all the other bits.

How do I go about finishing the mod off?

Sorry for the long and rambling post, it is late and I have spent all day aligning phasers only to find they either have too great a radius or are the type that sweep over where a phaser strip should be rather than simply fire from one point (how is that controlled). So all over the place.




tim_scott_2000

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28th February 2003

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#24 15 years ago

ok i can help here on the use of programs you dont need gmax to count the polys i will post a pic that will show you how to count polys in 3ds max you only need 3ds max and in your case milkshape to nif

ok in the pic you go to the menu marked with the hammer (circled in yellow) then you press the more button (marked in dark blue) which will bring up another box (marked in red) select polygon counter (marked in light blue) then that box will close and the counter box (marked in orange) will open ok if you still cant do it in max pm me i'll give you more instuctions

scotty

ps.

any and all versions of 3d studio max have all the functions and more than gmax as gmax is based on the max program




MilleauRekiir

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4th November 2003

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#25 15 years ago

Hi,

Thanks, I know this, but I'm only using an evaluation copy of max at the mo, so using gmax more. I'm fine creating, and putting most of the properties on - although things like "engine glow" that appear on my template list are lost on me (the crash the system). Its just the advanced features and getting new weapons like spatial charges brought into the ship. I have vague ideas, but yet to put them in place - and if there is a new tutorial to bring out, importing new features in might be something to consider.

My query was more on how to finish off the ship - add tactical icons etc. I am getting the hang of it now though, having looked deeper into the matter today. I may be able to muddle along to the end with my current knowledge, but please add to the sdk instructions more about what to do after mod editor. Also, currently, the tutorial takes each part of mod editor and explains its contribution to systems. It might make things easier if you take each system and explain how mod editor contributes to it, so people can look up "cloak" and see every relevant tab explained, rather than looking up "cloak", "powered subsystem" etc seperately.

Are there any sites that bring together the BC modding community? Large portals to all relevant sites? I would be very interested. If not, I have a bit of webspace...




Echo125900

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14th March 2004

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#26 15 years ago

Ok Im having issues here. When I try to edit an existing ship im supposed to open the existing ships .py file. ok problem is that the ship doesnt have a .py file it has a .pyc file. i tried changing the extension but there are some obvious differences between the two types (one is compiled and one is not). i think i have a handle on the rest of it.... hope this isnt a dead forum. btw. my email is [email="shootandloot686@yahooo.com"]shootandloot686@yahooo.com[/email] in case u wanna hit me back there.




ACES HIGH

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30th September 2003

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#27 15 years ago

i have the tutorial but still cant figure out how to add systems can someone please explain that?




MilleauRekiir

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4th November 2003

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#28 15 years ago

Certainly, go to 'property', 'show template list', then on the right hand menu, select new. Choose a system, name it and press ok. Close template list, go to the stuff on the left hand side of your screen, click on 'add' then select the template you have just created.

System added.

And the sdk is on bcfiles and has been for ages... the MPE tutorial contains it all!




ACES HIGH

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30th September 2003

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#29 15 years ago

Thanx:bows:




22421

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15th February 2004

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#30 15 years ago

any one know how to edit registry numbers?