hey all. New to the modding arena. But i have some ships I would like to port to legacy from bridge commander. Been doing it with Armada II which was easy. But I cant figure out a easy way to convert .niff to M3D.
What do I need? Thanks ME!
Ok, started using MILKSHAKE. but have no clue what I am doing. Can someone plese provide step by step instructions on how to use this thing. I got the importing part down. But how do i assign the root and textures and all. Please help me. NOOBIE!!!!!!!!
Now don't worry if theres something you may not understand but I'll try to explain it as easy as possible.
- Grab the necessary model (base NIFF format). Textures for Bridgecommander are always in TGA format. and place both NIFF and textures into the same folder. - Load up textures in either Paint Shop Pro or Photoshop and check if they have alpha channels as loading a model into Milkshape when there are alpha channels in the textures will cause the model to be displayed as mostly invisible. Removing the alpha channelled light maps will stop this from happening (I would suggest making copies of the original textures). - Load the model as you normally would and then hardpoint it as you normally would (I believe Moonraker created a rudimentary tutorial to go with his exporter http://forums.filefront.com/showthread.php?t=300791). - If all goes well and you have the M3d export plugin installed then you can export as an M3d file, or as an Armada SOD file and just do the usual renaming.
Thats the short version anyway.
thanks for the help. But i still got some ?'s as I am really new to this. I got the export to work. But i couldnt find the tutorial on editing hardpoints, plus. How do I check for alpha channels and then edit the textures. Cause when I got the ship to load. The textures were all outa wak! I am using photoshop CS2 by the way. as well as milkshape. Thanks again NOOBIE!!!!!!!!!!!!
Resynchronizing with RealitySorry, You're Not a Winner
18th April 2006
ctekk2005;3549591thanks for the help. But i still got some ?'s as I am really new to this. I got the export to work. But i couldnt find the tutorial on editing hardpoints,
This tutorial may help you with that. Click Here.
What's the purpose of meshes and mesh groupings?
If your model has multiple texture files then you need to regroup the mesh groups by texture otherwise some "desirable" results can happen.
Are the mesh groupings in the "Groups" panel? And how do I know which texture file goes to which, um, mesh? (This latter question obviously shows how little I know about milkshape :) .)
Hmmmm, I've normally tended to find that the mesh group names match the texture group names (but not normally the actual texture filenames themselves). Strictly speaking (and I've noticed this alot), there is a specific pattern that most modellers go. To simplify matters heres a brief example:
A BC modeller usually splits their mesh into five sections:
Saucer top, Saucer bottom, Engineering hull, Nacelles, Nacelle Supports
Each of these is normally assigned one single texture file and they usually are in the order shown above. However, if your in any doubt then delete the texture reference names and reload them assign each texture to each mesh group. It usually helps if you have a general idea of which goes where on the model but its pretty easy to follow once you get the hang of things.
To show the textures on the model in MS3d just right click the 3d prespective window (bottom right, non editing window by default), and select TEXTURED (fourth one down from the top of the context window that opens).
Major Payne, I'd like to ask a huge favor of you. I'd like to send you a copy of a MS3d file i've been working on for weeks now. For some reason, every time I upload the .m3d version of the file, the game crashes with that Access Violation problem. Could you give me your email? (Don't worry, I won't spam you or give you a virus.) :D