Asking All Members III -1 reply

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davyou5

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9th September 2009

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#1 9 years ago

Hello all. I got done with my model, it's been a long haul, and she's ready to be game worthy, you can view the pics from the Asking all memebers II forum page two theres some links there for my reply. Now I have to ask how to program the girl for the game, being that I started from scratch I have nothing to go off of, but to program this thing myself, so any tutitorials on how to do this?




gdata

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10th January 2007

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#2 9 years ago

Try the porting tutorials on Legacy files. The second part deals with the exporting.




trekster

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4th May 2009

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#3 9 years ago

agreed. i also found Legacy Refit, Di-section of an ODF, and a Guide to Modding Tutorials helpful as well. after you acquire the knowledge, you can get as fancy as you want by creating custom physics, weapons etc. oh... if you want to create weapons, you might want to delve into the weapons tutorials as well.

in conclusion, you might also reverse-engineer an already existing ship to grasp a better understand of the mechanics and custom fit-it to your specifications.




davyou5

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9th September 2009

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#4 9 years ago

Hello all! I am having a super tough time with nodes, hardpoints etc. I guess my quesiton is do I need to place the h_scene root in the middle of the engineering section and then spread out with geometry, damage, etc?, I also need to know more on mesh for geometry do I have to place a joint on every single vertex I have for sections? Really in order to help me I need a good visual example something I can work off of.




Kophjaeger

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6th February 2009

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#5 9 years ago

The porting tutorials on filefront are good to give you an idea, but I was the same way. What helped me was to take an existing ms3d and move the various joints around so you can see what is conntected to what. For the finished product, you'll want most of the joints to overlap on the origin, so it doesn't have to be a specific part of the ship. You can move the model to place the origin relative to wherever you like on the model. You'll need a joint for every group you have (including stlogo and damage mesh), all individually connected to the hull0 joint (not each other) and placed on the origin. Joints that are placed elsewhere around the model are just your hardpoints for weapons, lights and strobes (connected to the lights joint) and maybe some of the damage points like sensors and engines. You should only need to make a good joint skeleton once, then save a copy of the ms3d, delete the model and merge that ms3d whenever you finish a new model to add joints. I name all of my groups "1" "2" "3" etc so that the joints on the master ms3d always match whatever model.




davyou5

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9th September 2009

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#6 9 years ago

Okay, but were can I get a MS3D skeleton (Ship) so I can mess around with it? Milkshape will not import M3D's only export to them.

I think i have the Hardpoints figured out, I got the Lights and weapons set at hp**, so now when I start damage, do I put it under h_damage sensor and so fourth? or is damage areas typed out differently? speaking of damage, h_crew, do I just place the joints in the areas were I set the Hardpoints?

also another quick question, is the model I am doing going to be compatible with Ulitmate Universe or will I just need a clean install?




trekster

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4th May 2009

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#7 9 years ago

davyou5;5034429Okay, but were can I get a MS3D skeleton (Ship) so I can mess around with it? Milkshape will not import M3D's only export to them.[/QUOTE]

some files on the site have .ms3d version of the ship available with the download. although, this isn't much help because i don't recall a specific one.

[QUOTE=davyou5;5034511]also another quick question, is the model I am doing going to be compatible with Ulitmate Universe or will I just need a clean install?

as long as your have the proper files with your model, i.e.; weapons, physics, ship .m3d and .odf with all the textures etc., it will be compatible with any mod.




davyou5

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9th September 2009

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#8 9 years ago
davyou5;5034510I think i have the Hardpoints figured out, I got the Lights and weapons set at hp**, so now when I start damage, do I put it under h_damage sensor and so fourth? or is damage areas typed out differently? speaking of damage, h_crew, do I just place the joints in the areas were I set the Hardpoints?

my same quesiton.




Kophjaeger

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6th February 2009

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#9 9 years ago

MRJOHN is typically kind enough to include an ms3d with his files. His odfs are also usually pretty sophisticated to learn from too. Yes, your damage points are all connected to h_damage, such as h_crew, h_borg... the only two I do not place on the origin are sensor and engines. Many of these are left over from the Armada framework that Legacy was built from, but I don't know which are still necessary. They don't hurt anything anyway. I've seen some different ways to label and name hardpoints, but I stick with h_(whatever) for all joints except material labels which are m_(1, 2, 3...). The things that make UU different are all in the odf, as trekster said. You can get a UU ship to fly with stock weapons and physics, and minus UU upgrades. When in doubt with odfs, immitate from those which do work. As long as the hardpoints mentioned in the odf exist in the ms3d --> m3d, and you are not referencing logo files that don't exist, she should work just fine.




davyou5

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9th September 2009

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#10 9 years ago
Kophjaeger;5034771MRJOHN is typically kind enough to include an ms3d with his files. His odfs are also usually pretty sophisticated to learn from too. Yes, your damage points are all connected to h_damage, such as h_crew, h_borg... the only two I do not place on the origin are sensor and engines. Many of these are left over from the Armada framework that Legacy was built from, but I don't know which are still necessary. They don't hurt anything anyway. I've seen some different ways to label and name hardpoints, but I stick with h_(whatever) for all joints except material labels which are m_(1, 2, 3...). The things that make UU different are all in the odf, as trekster said. You can get a UU ship to fly with stock weapons and physics, and minus UU upgrades. When in doubt with odfs, immitate from those which do work. As long as the hardpoints mentioned in the odf exist in the ms3d --> m3d, and you are not referencing logo files that don't exist, she should work just fine.

Thanks for that info, when I checked MRJOHNs download section I just then remembered not too long ago I downloaded a Enterprise J 2.0 file and sure enough there was a file I could play with. I am having another problem, I have everything grouped; I followed the instructions on where and what joint to be placed: but every time I go to the export and save it I get an error message saying that it could not match mesh node with mesh, I have been over the ship a Dozen times and I think I placed every node in the middle where it should be, So What's going on? is it the Exporter?




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