• Hello and welcome to MSFC. We are a small and close knitted community who specialises in modding the game Star Trek Armada 2 and the Fleet Operations modification, however we have an open field for discussing a number of topics including movies, real life events and everything in-between.

    Being such a close community, we do have some restrictions, including all users required to be registered before being able to post as well as all members requiring to have participated in the community for sometime before being able to download our modding files to name the main ones. This is done for both the protection of our members and to encourage new members to get involved with the community. We also require all new registrations to first be authorised by an Administrator and to also have an active and confirmed email account.

    We have a policy of fairness and a non harassment environment, with the staff quick to act on the rare occasion of when this policy is breached. Feel free to register and join our community.

[Help] Converting Bridge Commander Model to Vanilla Armada 2

Admiral*Alex

Petty Officer 2nd Class
Joined
4 Apr 2018
Messages
212
Age
26
How does one covert a ship from Bridge Commander to Vanilla Armada 2?

I've looked online (virtually nothing comes up) and Westworld's Big Book of Modding for Armada 2 doesn't seem like it has anything helpful. I've also looked at a few posts here on the forums and they aren't helping either. Unless I'm misunderstanding something (very likely) or I'm noting at the right section, I'm lost.

I managed to convert the ship (Britain class Carrier - Link from Nexus) to a format that Armada 2 can read, but I don't know what to do next. How do I create the .odf file that holds the guts that Armada uses to make the ship usable in game (and the placements of the stuff like hp locations that need to go into the .odf file)?

I know I could just ask (someone has to have converted it), but I have too many ships I want in Armada 2 that I doubt people have them all. That, and I want to learn.
 

kjc733

Wibble
Staff member
Site Manager
Seraphim Build Team
Master Shipwright
Joined
30 Mar 2008
Messages
2,477
Age
39
Wow, big question!!
From you description I'm assuming that you have some software which allows you to edit meshes, probably MS3D? And that you have managed to import the .nif file and then exported it again as .sod?

I've not actually modded BC but my understanding is that they hardpoint the ship in a very different way. You will need to create your own hardpoints before exporting the .sod.

In Armada the hardpoint tree needs to include these as a minimum (there are additional ones you can add if you want for strobes and plasma leaks):

Code:
h_scene root
- m_meshgroup1
- m_meshgroup2
- m_meshgroup...
- h_lights
- h_geometry
- h_damage
-- h_shields
-- h_life
-- h_sensors
-- h_crew
-- h_engines
-- h_target
- h_hardpoints
-- h_hp01
-- h_hp02
-- h_hp...

where meshgroup is the name of the mesh groups in your mesh. You will need one m_[name] for each mesh group in your model. Otherwise you just get the cube with the spider.
the h_hp01 etc is the hardpoints everyone is interested in. These are the points with which weapons interact. You need to place these on your mesh where you want weapons fire to come from and also hit. You can then reference these hps in the odf file. Note that by default (in MS3d) the hardpoints face forward, they need to be rotated to face the direction you want (only really important for torpedo tubes and build hardpoints).

For the odf file, I suggest starting with a stock odf and changing all the hp references to match the hps you have added to your model.

One other thing to remember, the odf file must have the same name as the sod.

I'm surprised this isn't all in the Book. I use Major A Paynes ms3d sod tutorial for keeping the hp arrangement straight.

EDIT - screwed up the code insertion
 

Admiral*Alex

Petty Officer 2nd Class
Joined
4 Apr 2018
Messages
212
Age
26
I just tried following Major A Paynes ms3d sod tutorial. I'm lost (I bet I'm making newbie mistakes).



I've created mesh groups (h_scene root, m_brit, m_nacel1, and m_nacel2) [or I think I did.....] According to the tutorial, those are all I need to view it in Storm3D. Except, it says "couldn't match a mesh node with a mesh" when I try to export it to .sod. I'm obviously missing something here. The question is what.


[Also, the book has very little instructions on Milkshape. It's mostly written for 3DMax. What little there is about modeling, not meshing - unless I overlooked something.
 

kjc733

Wibble
Staff member
Site Manager
Seraphim Build Team
Master Shipwright
Joined
30 Mar 2008
Messages
2,477
Age
39
That usually comes up if the node is not named the same as the mesh group. Be very careful with the spelling. With what you've said there the mesh groups should be named "brit", "nacel1" and "nacel2", I think they are case sensitive. Honestly I don't think it makes much difference how many groups you have - try combining them all together and having a single mesh group called "hull", the node would be "m_hull"
 

Admiral*Alex

Petty Officer 2nd Class
Joined
4 Apr 2018
Messages
212
Age
26
I discovered the problem and I think the solution too.

I made mesh joints, but I don't have a mesh (the thing has all the vertexes link together).

I had to use both resources to find that - silly me for not thinking of that before.

Qapla'! I managed to pull it on the CV program.
Now, to go back and add engines, weapons, and stuff.
 

Admiral*Alex

Petty Officer 2nd Class
Joined
4 Apr 2018
Messages
212
Age
26
(Not sure how to edit a post - still learning the forums)

I got the hardpoints rigged (I think), but when I run Storm 3D nothing appears.

Obviously, the texture needs to reattached and/or rewritten (as I'm betting it's still in BC format). As the file is already converted to .sod format, I'll have to start over with the hardpoints (which is this case isn't a bad thing).

Are their any side-steps I have to go through to reconfigure the textures to Armada 2 standards?
 

Admiral*Alex

Petty Officer 2nd Class
Joined
4 Apr 2018
Messages
212
Age
26
[I hate spamming forum posts, even my own - will learn where the edit and IM/PM button is located]

I finally got the texture working, but as it was an early step I didn't add all the hardpoints (mainly weapons). Sadly when I tried to import the file back to Ms3D to add them back, I got an error message that said: "This importer can only be used on stock models". When I checked on A2F, it said only a handful of people had it (for good reason).

If someone has it, can they let me know? I don't want the master file importer. I just need someone to revert my .sod file back to .ms3d to make the corrections.

(Proof that's it's in-game and to celebrate my first conversion - I don't think this was hot-linked)
cc7CSS
 
Top