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Help with Milkshape

swilson0907

Crewman 1at Class
Joined
13 Jan 2011
Messages
156
I decided to get Milkshape 3D, it is a needed tool any ways if I want to create some models so it is the best thing to try out for that case.

I have been fooling around trying to create my own models and I'm not sure about how to add textures to the model. I'm getting something about Blending or Bonding the textures to the model or something close to it.

Can someone please explain this to me, how to add textures to a model. Especially if you have downloaded one that already has textures that just need to be added but also already has the hardpoints included?

I have moved your post from your Introduction thread to the A1/A2 modding section. Please make sure that you post in the according forum sections. It will make it easier for other users to help you out.

EA
 
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EAS_Intrepid

MSFC Staff Paramedic
Joined
23 Apr 2006
Messages
2,615
Age
35
First of all: the usual Milkshape3d importer for SODs can only import stock A2 meshes. Models built by others can not be imported.

I am afraid you would have to alter the texture itself. For that you can use the freeware program GIMP, which is a quite powerful editing tool.


If you want to work with Milkshape, you should really try to build your own models first and try to texture them. Don't set your goals too high, though. At first nearly everyone's models look awful. I know mine did... :)


However:
Milkshape3d Help That is basically the whole MS3d help documentary and it shows basic as well as more advanced features of Milkshape, tutorials included.

As much as the saying "Remember the Basics!" goes for First Aid *and* professional EMTs, it also goes for model making. :)
 

swilson0907

Crewman 1at Class
Joined
13 Jan 2011
Messages
156
First of all: the usual Milkshape3d importer for SODs can only import stock A2 meshes. Models built by others can not be imported.

I am afraid you would have to alter the texture itself. For that you can use the freeware program GIMP, which is a quite powerful editing tool.


If you want to work with Milkshape, you should really try to build your own models first and try to texture them. Don't set your goals too high, though. At first nearly everyone's models look awful. I know mine did... :)


However:
Milkshape3d Help That is basically the whole MS3d help documentary and it shows basic as well as more advanced features of Milkshape, tutorials included.

As much as the saying "Remember the Basics!" goes for First Aid *and* professional EMTs, it also goes for model making. :)

Thank you Intrepid for the move with this thread, I had the question almost last minute with my last post in my Introduction.

I have GIMP, it is a good tool. I have actually created buildbuttons for those ships that don't have any. I'm use a blank buildbutton that I copy to the desktop, then rename. I use the BMP Image sized down and through linking to Paint paste the image onto the blank button save the paint image, reopen it through GIMP, go back to paint save as a gb(odfname) then in GIMP I save the BMP as a TGA and then I check the button. Recently from one mod, I found that I can get a wireframe picture by using the buildbutton I created and the name of the odfw1 and the gb(odfname) 0 0 128 128. Well least it works, is all I can think.


If I am creating my own model or finishing a model that needs to be textured, what should a newbie do to get the textures right. I've gotten the textures to show in the circle portion for them and then assign them to parts of the model then when I try to save as a SOD, I get an error message, it mentions the word bound (binding) something in that field.
 

dinosaurJR

Biffy! Biffy! Biffy!
Joined
1 Jul 2009
Messages
654
I suggest that you try to export as a SOD again and then either write down exactly what the error is and let us know, or take a screen cap and post it here, so we can read the error box message ourselves.

Just as a great man once said; "give us your error, we will give you your solution...." or something...:cool:
 

swilson0907

Crewman 1at Class
Joined
13 Jan 2011
Messages
156
I suggest that you try to export as a SOD again and then either write down exactly what the error is and let us know, or take a screen cap and post it here, so we can read the error box message ourselves.

Just as a great man once said; "give us your error, we will give you your solution...." or something...:cool:

Ok, I'll do that. Should have it recorded and up tomorrow, I mean later today since it is early morning.
 

swilson0907

Crewman 1at Class
Joined
13 Jan 2011
Messages
156
I suggest that you try to export as a SOD again and then either write down exactly what the error is and let us know, or take a screen cap and post it here, so we can read the error box message ourselves.

Just as a great man once said; "give us your error, we will give you your solution...." or something...:cool:

I have written down the error messages that I am getting with Milkshape3D and also a screen shot of the model that I am working on.

*******

These are the error messages that I have been getting well using Milkshape3D and trying to save meshes or models as a SOD file after attempting to texture them. I am using the Wraith Cruiser as my practice mesh in attempting to finish the model and create a SOD file.


1) Couldn't match a Mesh node with a Mesh.
2) I can't find out how to select vertices or even a mesh node.

Well practicing to make a SOD for the Wraith Cruiser mod found at armad2files, this is the text that appears in Milkshape3D's Message Window as I do anything with the mesh. I copied the Origianl Model (MS3D) file so I don't accidentally ruin the original. I have the possible textures that can be used in a folder labeled "Possible Textures". One texture is the Wriath Hiveship's and the other is the Wraith Dart. I have choosen to use the Wraith Hiveship texture and not the Dart.

The following is what appears in the Message Window of Milkshape3D:

Preparing group: "harmony"...648 triangles, 355 vertices, 371 normals.
Preparing group: "paige"...264 triangles, 168 vertices, 168 normals.
Preparing group: "kimo"...264 triangles, 168 vertices, 167 normals.
Preparing group: "jessica"...8 triangles, 6 verticPreparing group: "harmony"...648 triangles, 343 vertices, 371 normals.
Preparing group: "paige"...264 triangles, 168 vertices, 168 normals.
Preparing group: "kimo"...264 triangles, 168 vertices, 167 normals.
Preparing group: "jessica"...8 triangles, 6 vertices, 9 normals.
Preparing group: "harmony"...648 triangles, 343 vertices, 371 normals.
Preparing group: "paige"...264 triangles, 168 vertices, 168 normals.
Preparing group: "kimo"...264 triangles, 168 vertices, 167 normals.
Preparing group: "jessica"...8 triangles, 6 vertices, 9 normals.
Preparing group: "harmony"...648 triangles, 343 vertices, 371 normals.
Preparing group: "paige"...264 triangles, 168 vertices, 168 normals.
Preparing group: "kimo"...264 triangles, 168 vertices, 167 normals.
Preparing group: "jessica"...8 triangles, 6 vertices, 9 normals.
Preparing group: "harmony"...648 triangles, 343 vertices, 371 normals.
Preparing group: "paige"...264 triangles, 168 vertices, 168 normals.
Preparing group: "kimo"...264 triangles, 168 vertices, 167 normals.
Preparing group: "jessica"...8 triangles, 6 vertices, 9 normals.
Error loading texture "Possible Textures\Hiveship\hiveship.tga": could not open file [1290].
Error loading texture "Possible Textures\Hiveship\hiveship.tga": could not open file [1290].
Error loading texture "Possible Textures\Hiveship\hiveship.tga": could not open file [1290].
Error loading texture "Possible Textures\Hiveship\hiveship.tga": could not open file [1290].
Error loading texture "Possible Textures\Hiveship\hiveship.tga": could not open file [1290].
Error loading texture "Possible Textures\Hiveship\hiveship.tga": could not open file [1290].
Error loading texture "Possible Textures\Hiveship\hiveship.tga": could not open file [1290].
Error loading texture "Possible Textures\Hiveship\hiveship.tga": could not open file [1290].
Error loading texture "Possible Textures\Hiveship\hiveship.tga": could not open file [1290].
Error loading texture "Possible Textures\Hiveship\hiveship.tga": could not open file [1290].
Error loading texture "Possible Textures\Hiveship\hiveship.tga": could not open file [1290].
Error loading texture "Possible Textures\Hiveship\hiveship.tga": could not open file [1290].
Error loading texture "Possible Textures\Hiveship\hiveship.tga": could not open file [1290].
Error downloading material: "hiveship"
es, 9 normals.
Preparing group: "harmony"...648 triangles, 355 vertices, 371 normals.
Preparing group: "paige"...264 triangles, 168 vertices, 168 normals.
Preparing group: "kimo"...264 triangles, 168 vertices, 167 normals.
Preparing group: "jessica"...8 triangles, 6 vertices, 9 normals.
 

Attachments

  • Milkshape3D - Wraith Cruiser Practice.jpg
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dinosaurJR

Biffy! Biffy! Biffy!
Joined
1 Jul 2009
Messages
654
Ok, here is what I see happening here...


1) Couldn't match a Mesh node with a Mesh.

Each group in Milkshape must be linked to a mesh node. Otherwise the Storm engine will not know it is there and subsequently will not render it. The basic upshot of this is that parts of your model wont be exported and will not show up in game / in the Storm SOD viewer.

To do this, you must select the h_scene root node and create a child node for to the h_scene root node for each mesh group in the model. Each mesh node must be named m_*insert mesh group name* For example, you have the mesh groups

kimo
paige
harmony
jessica

Therefore the mesh nodes should be named;

m_kimo
m_paige
m_harmony
m_jessica

Now, assuming these all use the same texture, and the same material settings, you could regroup all the groups together, making one group. This means the engine only needs to load the texture once, rather than three times, which I don't need to tell you, is more resource friendly... And also the node hierarchy become more streamlined, with only one m_node

To explain properly how to do this would require a monster post and take up a lot of my and your time (and even then I might not remember how to do so correctly withouth having MS3D open in front of me). I strongly suggest that you look up Major Payne's MS3D SOD tutorial either here, or if it isn't here, on A2Files. It is how I got started, and it is really easy to follow.

EDIT: I think I see the problem - you have a node called m_chewbacca in the hierarchy. I see no mesh group called chewbacca in the error log yo posted. Delete this node and that problem should go away.


2) I can't find out how to select vertices or even a mesh node.

this one is easy, the vertices are the fat white squares that make up the corners of the triangles (polys) to select them you;

1) click on the model tab (top right)
2) click on the select button
3)the select options box should appear below the other buttons. You should have 4 options; vertex, face, group and joint (MS3D calls nodes joints - although the names are pretty interchangeable, some people throw in hardpoints too, just to make life interesting, but just remember that these three things are exactly the same - nodes = joints = hardpoints - and you'll be fine)

So - click the vertices button, and then simply click to select vertices on the model. You can click and drag to select an area of vertices, or you can shift_click to select a group, but on different points of the model. Note all clicks I mention here are left clicks.

Selecting joints is exactly the same, just select the joints box instead of the vertices box. Although, you must ensure that the show skeleton check box is ticked (it is in the joints tab) otherwise MS3D shall hide the joints from view.

The texture error is a strange one. Im not sure I can help there - if the texture is a square (ie 1024x1024 / 512x512 etc...) tga file, you should be fine...

I hope I helped a little??:thumbsup:
 

swilson0907

Crewman 1at Class
Joined
13 Jan 2011
Messages
156
Ok, here is what I see happening here...




Each group in Milkshape must be linked to a mesh node. Otherwise the Storm engine will not know it is there and subsequently will not render it. The basic upshot of this is that parts of your model wont be exported and will not show up in game / in the Storm SOD viewer.

To do this, you must select the h_scene root node and create a child node for to the h_scene root node for each mesh group in the model. Each mesh node must be named m_*insert mesh group name* For example, you have the mesh groups

kimo
paige
harmony
jessica

Therefore the mesh nodes should be named;

m_kimo
m_paige
m_harmony
m_jessica

Now, assuming these all use the same texture, and the same material settings, you could regroup all the groups together, making one group. This means the engine only needs to load the texture once, rather than three times, which I don't need to tell you, is more resource friendly... And also the node hierarchy become more streamlined, with only one m_node

To explain properly how to do this would require a monster post and take up a lot of my and your time (and even then I might not remember how to do so correctly withouth having MS3D open in front of me). I strongly suggest that you look up Major Payne's MS3D SOD tutorial either here, or if it isn't here, on A2Files. It is how I got started, and it is really easy to follow.

EDIT: I think I see the problem - you have a node called m_chewbacca in the hierarchy. I see no mesh group called chewbacca in the error log yo posted. Delete this node and that problem should go away.




this one is easy, the vertices are the fat white squares that make up the corners of the triangles (polys) to select them you;

1) click on the model tab (top right)
2) click on the select button
3)the select options box should appear below the other buttons. You should have 4 options; vertex, face, group and joint (MS3D calls nodes joints - although the names are pretty interchangeable, some people throw in hardpoints too, just to make life interesting, but just remember that these three things are exactly the same - nodes = joints = hardpoints - and you'll be fine)

So - click the vertices button, and then simply click to select vertices on the model. You can click and drag to select an area of vertices, or you can shift_click to select a group, but on different points of the model. Note all clicks I mention here are left clicks.

Selecting joints is exactly the same, just select the joints box instead of the vertices box. Although, you must ensure that the show skeleton check box is ticked (it is in the joints tab) otherwise MS3D shall hide the joints from view.

The texture error is a strange one. Im not sure I can help there - if the texture is a square (ie 1024x1024 / 512x512 etc...) tga file, you should be fine...

I hope I helped a little??:thumbsup:


Ok thank you very much for all these pointers. I believe I will also save this page, I mean at least your post to help me out with this part of the model and SOD creation and then I'll also have it for other mods that I work on.

Thank you again.
 

dinosaurJR

Biffy! Biffy! Biffy!
Joined
1 Jul 2009
Messages
654
As we say in Norway;

bare hyggelig!

(I.e. you're welcome)

:thumbsup:

I would seriously go check out the SOD tutorial by Major Payne (or MaP) - its awesome and really easy to learn from.

Hope you get somewhere bro!
 

Majestic

Administrator
Staff member
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I would also suggest this thread for a cheat method. You still need to know basic hardpointing but it will save you alot of time down the track. :)
 

swilson0907

Crewman 1at Class
Joined
13 Jan 2011
Messages
156
I would also suggest this thread for a cheat method. You still need to know basic hardpointing but it will save you alot of time down the track. :)

Thank you for this link.


*******

Here is a few problems that I have run into with the Wraith Cruiser that I previously mentioned.

*******

Ok, thanks to DinosaurJR's suggestion to take out the m_chewbacca since there is no group named chewbacca that was in the original creators MS3D model for the Wraith Cruiser, the ship has saved to SOD just fine but I think I have notice a few other errors. The ship doesn't appear to be textured right at all even though it is using the Wraith Hiveship textures, and in some places it has the textures, in others it is dark. I didn't try linking all the groups together (maybe this would fix that problem?) because I just don't know exactly what to do to actually group the groups yet.

Also, the ship isn't using her weapons at all. She does Self Destruct just fine though just doesn't fire anything. Its like she has no weapons at all but she is. The weapon hardpoints are "hp01" - "hp08" and they are listed with weapons in the ships ODF file. Is something wrong with the SOD file that this isn't happening or did I forget another step in my haste to get this ship into the game?

When I clicked on the Vertex button after clicking on the model tab and going to the vertex button and nothing happened with the model, nothing changed or changed color, I clicked on the model but nothing happened. Since I couldn't spot any change so I proceeded to save the file as an Armada 2 SOD (a SOD format that I just got thanks to downloading a program called utmv1).

Ok, well Im including some screen shots from the map editor to accompany what I have just said about the ship itself in the game.
 

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  • Wraith Cruiser - in Map Editor.jpg
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  • Wraith Cruiser - in Map Editor - Closer Up View.jpg
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Majestic

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I think the wrong textures (if there are more than one) are applied to to wrong groups. Groups are normally separated by texture files. You usually have one group per texture, however some SFC models have multiple groups per texture. This is because you don't need the groups in the hardpoint map, only weapon ports, unlike in A2 and Legacy.
 

K_merse

Star Trek: Evolution
Joined
22 Feb 2008
Messages
438
To have weapons, you have to edit the ODF file of the ship and assign the weapons to the desired hardpoints. The HPs in themselves don't do anything, they're used to make connection between the model and the ODF file which contains the - let's say - interactive attributes of the ship.

The textures are definitely dislocated. If you edit the mesh (the model) itself, it happens very often. Partially because you regroup the parts of the model, partially because of you rebuild them. If you rebuild something, the program considers it a completely new part of the mesh and doesn't assign any textures automatically, you have to define it by yourself. Hit Ctrl+T to open the texture coordinate editor.

Model tab: the following you can do here:
- Select: You can highlight one or more faces (triangles) from the model.
- Move: You can move selected groups or faces
- Rotate: You can rotate selected groups or faces
- Scale: You can rescale selected groups or faces
- Vertex: You can place a single vertex (faces' junction point, little red/white dot) on the model. Keep in mind, that vertices in themseves don't show up on the model, as they're only independent points in space
- Face: You can draw faces by clicking on three vertices after each other. The sequence of clicking determines the direction of the face: counterclockwise means the face faces to you (depending on the editing window!), clockwise means it faces in the same direction as you.
- Sphere, Geo Sphere, Box, Cylinder, Plate: you can draw basic bodies.
- Extrude: I'm not sure, I think it's for smoothing faces together.
- Joint: You can add a joint to the node skeleton.
- Comment: You can comment your model here.
 

dinosaurJR

Biffy! Biffy! Biffy!
Joined
1 Jul 2009
Messages
654
Ok, the problem with the texture is simple.When re texturing a model, you need to apply the texture to the correct faces of the model. You need to learn how to use the Texture Coordinate Editor.

I will give you a quick example - see the below cap;

picture.php


See, here I have selected one half of the model, using model tab, then select, then face (with the by vertex box checked, but the ignore backfaces box unchecked - I'm not going into the details of this now - just play around with it and you'll see). Now look at teh next cap;

picture.php


This is the texture coordinate editor I mentioned earlier. It can be accessed by either ctrl+t or by going to the command bar and clicking windows / texture coordinate editor Now - see that since I selected half the model before opening this window, it now shows how half of the model is mapped to the texture.

The reason your model is showing up black in some areas is because the texture map coordinates have not been set.

Look now at the next cap;

picture.php


See here that only the wing is selected. Now check out the Texture Coordinate Editor;
picture.php


Only the faces that you select will show here - and you can move / scale / select and deselect the vertexes (using the buttons on the right) you want to make the mesh coordinates line up with the texture.

Just try it out and see how you go - it really isn't that difficult, it just requires patience and accuracy.

Once you have the textures mapped correctly, you can export as a SOD.

Oh, and one more thing; try ctrl+a - it selects all of the model. If you do this then open the texture Coordinate Editor, it will show you exactly how the model is mapped - probably a good place to start.

Good luck matey, and God Speed!:thumbsup:
 

swilson0907

Crewman 1at Class
Joined
13 Jan 2011
Messages
156
I think the wrong textures (if there are more than one) are applied to to wrong groups. Groups are normally separated by texture files. You usually have one group per texture, however some SFC models have multiple groups per texture. This is because you don't need the groups in the hardpoint map, only weapon ports, unlike in A2 and Legacy.

The model for the Cruiser came from Armada2files, and there was no textures included. There was one comment with the model that I read before downloading it, the person who posted it said they used the Wraith Hiveship textures and that they worked just fine so that is what I decided to do, but in retrospect, I'd have to say maybe some other textures might/would be better.

To have weapons, you have to edit the ODF file of the ship and assign the weapons to the desired hardpoints. The HPs in themselves don't do anything, they're used to make connection between the model and the ODF file which contains the - let's say - interactive attributes of the ship.

The textures are definitely dislocated. If you edit the mesh (the model) itself, it happens very often. Partially because you regroup the parts of the model, partially because of you rebuild them. If you rebuild something, the program considers it a completely new part of the mesh and doesn't assign any textures automatically, you have to define it by yourself. Hit Ctrl+T to open the texture coordinate editor.

Model tab: the following you can do here:
- Select: You can highlight one or more faces (triangles) from the model.
- Move: You can move selected groups or faces
- Rotate: You can rotate selected groups or faces
- Scale: You can rescale selected groups or faces
- Vertex: You can place a single vertex (faces' junction point, little red/white dot) on the model. Keep in mind, that vertices in themseves don't show up on the model, as they're only independent points in space
- Face: You can draw faces by clicking on three vertices after each other. The sequence of clicking determines the direction of the face: counterclockwise means the face faces to you (depending on the editing window!), clockwise means it faces in the same direction as you.
- Sphere, Geo Sphere, Box, Cylinder, Plate: you can draw basic bodies.
- Extrude: I'm not sure, I think it's for smoothing faces together.
- Joint: You can add a joint to the node skeleton.
- Comment: You can comment your model here.


I modeled my ODF file after the Wraith Hiveship, but I only used the hardpoints that came with the Wraith Crusier as the spots fo the weapons, the ones pictures in the one picture I posted with my first post. There are 8 HPs total and I assigned two sets of Wraith Pulses, stronger ones to the odd numbered HPs and weaker ones to the odd numbered HPs. I only used "hp01" - "hp08" as my hardpoints listed. Could I have choosen the wrong hardpoints?

Ok, the problem with the texture is simple.When re texturing a model, you need to apply the texture to the correct faces of the model. You need to learn how to use the Texture Coordinate Editor.

I will give you a quick example - see the below cap;

picture.php


See, here I have selected one half of the model, using model tab, then select, then face (with the by vertex box checked, but the ignore backfaces box unchecked - I'm not going into the details of this now - just play around with it and you'll see). Now look at teh next cap;

picture.php


This is the texture coordinate editor I mentioned earlier. It can be accessed by either ctrl+t or by going to the command bar and clicking windows / texture coordinate editor Now - see that since I selected half the model before opening this window, it now shows how half of the model is mapped to the texture.

The reason your model is showing up black in some areas is because the texture map coordinates have not been set.

Look now at the next cap;

picture.php


See here that only the wing is selected. Now check out the Texture Coordinate Editor;
picture.php


Only the faces that you select will show here - and you can move / scale / select and deselect the vertexes (using the buttons on the right) you want to make the mesh coordinates line up with the texture.

Just try it out and see how you go - it really isn't that difficult, it just requires patience and accuracy.

Once you have the textures mapped correctly, you can export as a SOD.

Oh, and one more thing; try ctrl+a - it selects all of the model. If you do this then open the texture Coordinate Editor, it will show you exactly how the model is mapped - probably a good place to start.

Good luck matey, and God Speed!:thumbsup:

Thank you for the good advice, I'll try it out as soon as possible.
Thank you again.

One last thing, last night early this morning I was able to look at the downloads here. I didn't find any complete StarGate mods, but I did find a few models from Parallels. Well, one of them is in saved as an .lwo file and I couldn't get MS3D to open, I was wondering what program can. Also the other models in the StarGate pack by Amateur had a few Tau'ri ships that I liked that were also to be included in Parallels, I have decided to try and complete some of them well others I decided not to use and deleted.
 

K_merse

Star Trek: Evolution
Joined
22 Feb 2008
Messages
438
I modeled my ODF file after the Wraith Hiveship, but I only used the hardpoints that came with the Wraith Crusier as the spots fo the weapons, the ones pictures in the one picture I posted with my first post. There are 8 HPs total and I assigned two sets of Wraith Pulses, stronger ones to the odd numbered HPs and weaker ones to the odd numbered HPs. I only used "hp01" - "hp08" as my hardpoints listed. Could I have choosen the wrong hardpoints?

If those HPs exist, then you can't choose wrong ones. The game won't check if that HP is in the middle of the deflector, on the bridge, or on a phaser array. If the HP exists and it is defined as a HP for a weapon, then it will fire the weapon there. That's the reason of some mods were very funny, because ships fired weapons form every strange place, like Bussard-collectors :lol:
 

swilson0907

Crewman 1at Class
Joined
13 Jan 2011
Messages
156
If those HPs exist, then you can't choose wrong ones. The game won't check if that HP is in the middle of the deflector, on the bridge, or on a phaser array. If the HP exists and it is defined as a HP for a weapon, then it will fire the weapon there. That's the reason of some mods were very funny, because ships fired weapons form every strange place, like Bussard-collectors :lol:

Why aren't the weapons firing then if the hardpoints exist? Could there still be something wrong with the model saved as a SOD?
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
Why aren't the weapons firing then if the hardpoints exist? Could there still be something wrong with the model saved as a SOD?
Whenever a weapon does not fire and everything else appears correctly, this is usually an ODF issue. And it normally is a typo, since a missing quotation mark makes the game CTD.
 

swilson0907

Crewman 1at Class
Joined
13 Jan 2011
Messages
156
Whenever a weapon does not fire and everything else appears correctly, this is usually an ODF issue. And it normally is a typo, since a missing quotation mark makes the game CTD.

Wouldn't a typo cause the game to crash to?
What I'm asking is if the typo is in a name of the file wouldn't that cause a crash?

In this case, the weapon is a weakend down version of the Hiveships pulse phaser and that works fine, the weapon even fires on a mini-hiveship that I was fooling around with, its just on the crusier it isn't that is what made me think the hp's were the problem. The textures are also off on the cruiser so I might just go back and redo the work I did to complete the mesh that I downloaded.
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
Whenever the HPs are not set up correctly, the weapon in question will not fire.

For example, if you have a weapon set up thusly:

// Phaser
weapon1 = "XIphas"
weaponHardpoints1 = "hp01" "hp02" "hp11" "hp12" "hp13"

The next weapon in the sequence MUST use "2" for both the weapon number and the weaponHardpoints line. If you use three or any other number, the weapon will not fire. Similarly, if the weapon number and the weaponHardpoints number are different, the weapon will not fire. The game engine expects the weapons to be in correct numerical sequence. If they are not, the weapon will not fire. The game engine ignores entries which are incorrect. In effect, you've told the game what the weapon is but not exactly where it is. This sort of thing occurs most often when entries are copy/pasted and not checked to ensure they match.

Since you have not mentioned the game crashing, just the weapons not firing, it seems you have gotten all the quote marks correct. Including the single space beyween them. The typo error I spoke of previously will not cause the game to crash by itself. The other common mistake which we've all made at one time or another when first starting to mod is for the weapon name to be spelled differently somewhere. for example, in the Ship ODF it is spelled "Fpahser", instead of "Fphaser"

I certainly hope this is not as confusing to you as what I posted in the other thread. Not my intent at all to frustrate, just to help. If I am not doing so, then I suggest comparing an ODF you know works with the one which does not. The mistake should be pretty obvious if you do so.
 

swilson0907

Crewman 1at Class
Joined
13 Jan 2011
Messages
156
Whenever the HPs are not set up correctly, the weapon in question will not fire.

For example, if you have a weapon set up thusly:

// Phaser
weapon1 = "XIphas"
weaponHardpoints1 = "hp01" "hp02" "hp11" "hp12" "hp13"

The next weapon in the sequence MUST use "2" for both the weapon number and the weaponHardpoints line. If you use three or any other number, the weapon will not fire. Similarly, if the weapon number and the weaponHardpoints number are different, the weapon will not fire. The game engine expects the weapons to be in correct numerical sequence. If they are not, the weapon will not fire. The game engine ignores entries which are incorrect. In effect, you've told the game what the weapon is but not exactly where it is. This sort of thing occurs most often when entries are copy/pasted and not checked to ensure they match.

Since you have not mentioned the game crashing, just the weapons not firing, it seems you have gotten all the quote marks correct. Including the single space beyween them. The typo error I spoke of previously will not cause the game to crash by itself. The other common mistake which we've all made at one time or another when first starting to mod is for the weapon name to be spelled differently somewhere. for example, in the Ship ODF it is spelled "Fpahser", instead of "Fphaser"

I certainly hope this is not as confusing to you as what I posted in the other thread. Not my intent at all to frustrate, just to help. If I am not doing so, then I suggest comparing an ODF you know works with the one which does not. The mistake should be pretty obvious if you do so.

I've checked for the numbers being in numerical order for the weapons and they are. The Special Weapons, Self Destruct and Hull Regeneration work and they are the last weapons on the list. Just the offensive weaponry won't fire but they test out and work on other ships.

Anymore ideas?
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
It sounds silly but did you place the ODFs for the offensive weaponry into the correct weapons folder? The next thing to check is are these Special Weapons and does the ship have Special Energy? Another thing to check is the weapon sprites. if there is not a sprite for the weapon in the Sprites file, then it may not work either. Although usually if a sprite is missing the game CTDs whenever the weapon is fired or there is the bug box flying all over the screen.
 
S

StarBlade

Deleted Due to Inactivity
Former MSFC Member
Check to make sure the ship class in question has "alert = 1" and "combat = 1" in either the ship's own .ODF or the specified "#include" .ODF at the beginning. It may be that the weapons aren't firing because the ship doesn't know it's supposed to fight. Best guess.
 

swilson0907

Crewman 1at Class
Joined
13 Jan 2011
Messages
156
Check to make sure the ship class in question has "alert = 1" and "combat = 1" in either the ship's own .ODF or the specified "#include" .ODF at the beginning. It may be that the weapons aren't firing because the ship doesn't know it's supposed to fight. Best guess.

The ODF file for the ship has both of those options included. I am now posting the ships ODF file as a coded set of text for you all to see the ship. I will post the Weapons also. I hope that this will help.

It sounds silly but did you place the ODFs for the offensive weaponry into the correct weapons folder? The next thing to check is are these Special Weapons and does the ship have Special Energy? Another thing to check is the weapon sprites. if there is not a sprite for the weapon in the Sprites file, then it may not work either. Although usually if a sprite is missing the game CTDs whenever the weapon is fired or there is the bug box flying all over the screen.

Well searching for the codes that I have placed below, I found the weapons located right in their right folders. Pulses for phasers, specials for the Special Weapon.

Code:
// Begin main properties

unitName = "Wraith Cruiser"
tooltip = "Wraith Cruiser"
verboseTooltip = "The Wraith Cruiser is usually commanded by a loyal Wraith Commander to what Hive the ship belongs to. Besides other Commanders, there are many Wraith warriors aboard the ships. The Wraith Cruiser like the Hiveship has containment Units for the many humans that they captued during the cullings of many worlds, only there are far less containment units than a Hiveship posses."

race = "species8472"
buildTime = 25.0
officerCost = 95
biomatterCost = 850
maxShields = 0
maxHealth = 7650
shieldGeneratorHitPoints = 0
engine****Points = 3500
weapon****Points = 3500
lifeSupportHitPoints = 3500
sensor****Points = 3500
shieldRate = 10.0
maxSpecialEnergy = 9000
specialEnergyRate = 10
shipclass = "cruiser"
attackPower = 1.00f
intrinsicValue = 0.50f
engine****Percent = 4.0f
lifeSupportHitPercent = 7.5f
weapon****Percent = 5.0f
shieldGeneratorHitPercent = 7.0f
sensor****Percent = 7.0f
crewHitPercent = 4.0f
hullHitPercent = 37.0f

//**********************************************************************
//Possible Craft Names 
possibleCraftNames = 
	"Cruiser" "Cruiser" "Cruiser" "Cruiser" "Cruiser" 
	"Cruiser" "Cruiser" "Cruiser" "Cruiser" "Cruiser"
	"Cruiser" "Cruiser" "Cruiser" "Cruiser" "Cruiser" 
	"Cruiser" "Cruiser" "Cruiser" "Cruiser" "Cruiser" 
	"Cruiser" "Cruiser" "Cruiser" "Cruiser" "Cruiser"
	"Cruiser" "Cruiser" "Cruiser" "Cruiser" "Cruiser" 
	"Cruiser" "Cruiser" "Cruiser" "Cruiser" "Cruiser"  

//**********************************************************************
//ART PARAMETERS & WEAPON NAMES

// Cruiser Pulse Beam Weapons
weapon1 = "wcruiserpulse"
weaponHardpoints1 = "hp01" "hp04" "hp06" "hp07" "hp08"

// Cruiser Pulse Beam Weapons
weapon2 = "wcruiserpulse"
weaponHardpoints2 = "hp02" "hp03" "hp05" "hp08"

// Self Destruct
weapon3 = "gselfdes"
weaponHardpoints3 = "hp08" "hp07"

// Wraith Hull Regeneration
weapon4 = "gwraithhullregeration"
weaponHardpoints4 = "hp08" "hp07"

sensorsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08"
criticalTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08"
hullTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08"
shieldGeneratorTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" 
lifeSupportTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" 
enginesTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" 

//**********************************************************************
// Message & Sound Parameters
//**********************************************************************
eventSelect = "Cruiser2Select"
eventAcknowledge = "Cruiser2Acknowledge"
eventAttack = "Cruiser2Attack"
eventStop = "Cruiser2Stop"
eventMove = "Cruiser2Move"
eventRepair = "Cruiser2Repair"

//**********************************************************************
// Begin misc properties
saneCrewLossMethod = 1
weaponYellow = 1.0f
weaponRed = 2.0f
ScaleSOD = 1.6
physicsFile = "scruise1phys.odf"
trekPhysicsFile = "trek_scruise1phys.odf"
avoidanceClass = 5
canAttackPlanets = 1
fireball = "xfireblg"
shipType = "C"
shieldDelay = 5.0f
rangeScan = 2500.0f
damagedScan = 1500.0
shieldProtection = 1.0
enginesRepairTime = 0.1f
lifeSupportRepairTime = 0.02f
weaponsRepairTime = 0.1f
shieldGeneratorRepairTime = 0.1f
sensorsRepairTime = 0.1f
enginesCrewLoss = 2.0f
lifeSupportCrewLoss = 2.5f
weaponsCrewLoss = 1.0f
shieldGeneratorCrewLoss = 1.0f
sensorsCrewLoss = 0.0f
lifeSupportLoss = 2.0f
weldingRadius = 1.0
classLabel = "craft"
aiName = "CraftProcess"
ship = 1
has_hitpoints = 1
combat = 1
alert = 1
transporter = 1
SHOW_SW_AUTONOMY = 1
SHOW_MOVEMENT_AUTONOMY = 1
can_sandd = 1
can_explore = 1

I would like to add that these following weapons are scaled down versions of what the Wraith Hiveship is using and they fire and work perfectly for the Hive.
"Wraith Cruiser Pulse Phasers"
Code:
#include "pulse.odf"

//Ancient Energy Cannon

//Name of the ODF file for the ordinance for this weapon
ordName = "wcruiserpulseo"

//Display name for this weapon
wpnName = "Pulse"

//Time Delay between shots
shotDelay = 0.5

// Range within which the weapon will fire.
range = 1500.0f

//Programming Stuff DO NOT CHANGE
classLabel = "cannon"

// Restrict the Fire Arc
restrictFireArc = 0

// Percent chance of hitting the target.
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a percentage)
hitChance = 0.7
	//"aaurora.odf" 0.7

// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the attacker is full impulse
impulseToHitModifier = 0.0

// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not attacker is stopped 
stopToHitModifier = -0.0

// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the target is full impulse
toHitImpulseModifier = 0.0

// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the target is stopped 
toHitStopModifier = 0.0

//Sound which is played when the weapon fires
fireSound = "aenergycannon.wav"

//Special
special = 0

// 	HIT_EVERYONE = 0,
//	HIT_ALLIES = 1,
//	HIT_ENEMIES = 2
hitCondition = 2

//This hits more than one target
maxTargets = 4

"Wraith Crusier Pulse Phaser Ordinance"
Code:
#include "pulseo.odf"

//Programming Stuff DO NOT CHANGE
classLabel = "pphaser"

//The number of units which are subtracted from the Special Energy Reserve
specialEnergyCost = 0

//The base amount of damage which the ordinance does with each hit
damageBase = 3500

//The amount of variance applied to the damage (i.e. 10 + or - 2)
damageVariance = 0

//The threshold which must be exceeded to cause crew casualties prior
//to shield exhaustion
damageThreshold = 8

//The multiplier by which any damage which exceeds the threshold is 
//multiplied by to calculate the percentage of crew lost with that hit
shieldCrewModifier = 0.2

//The multiplier by which any damage which is applied to the hull is
//multiplied by to calculate the percentage of crew lost with that hit
hullCrewModifier = 0.3

//Amount of time the ordinance will exists without hitting something
lifeSpan = 20.0

//How fast the shot moves
shotSpeed = 400

//The sprite which is used for this ordinance
Sprite = "wraithpulse"

//Phaser specific: this modifies the color of the phaser
shotColor = 227

// Time to play through the animation for the sprite in seconds
spriteDuration = 1.0

// Length of the beam.
Length = 160.0

//Phaser specific: this is the thickness of the beam
Radius = 20.0

// The sound of the ordinance hitting the Target
hitSound = "nes1.wav"

"Wraith Cruiser Hull Regeneration" (Special Weapon)
Code:
//Display name for this weapon
wpnName = "Wraith Hull Regeneration"

//tooltips
tooltip = "Wraith Hull Regeneration"
verboseTooltip = "Because the Wraith ships are partially designed of Organic Material, the strain of Hyperspace and Weapons fire can damage the hull so intensly that the ships could easily be destroyed. This is to prevent that from happening"

//Time Delay between shots - not used
shotDelay = 0.0

//Location of the button in the speed panel
buttonSlot = 2

// location of the button in the popup palette
popupSlot = 3

// Priority of button in the speed panel, this is only
// used if it is non-zero.
buttonPriority = 10

//Type of border to use for this button.
//0 = No border.
//1 = Offensive border.
//2 = Defensive border.
buttonBorder = 2

// Mark As Special Weapon
special = 1

// Range within which the weapon will fire - not used.
range = 0.0f

// Sound which is played when the weapon fires
fireSound = "swbreg.wav"

//Programming Stuff DO NOT CHANGE
classLabel = "regeneration"

// Chance of hitting the target. - not used
hitChance = 1.00

// Special energy cost for the Shield Regenerator
specialEnergyCost = 30

// Regen modifier
regenModifier = 40

Also, this is the first ship that I completed in MS3D. The textures were from the Wraith Hiveship that I have in game. The textures look off or should I say terrible in game on the cruiser but perfect on the Hiveship. I got the idea to use these textures from the Wraith Cruiser's comment section on Armada2files for it is what someone else did with that ship and they said it worked fine. I figured I'd try it out, but now I got textures for the Wraith Cruiser from a Wraith Cruiser mod that is for Star Trek Bridge Commander, the model was in MS3D and had textures included. Could these textures be used for this model instead? Also another question could it just be possible to texture the Bridge Commander Wraith Cruiser and save it as a SOD in MS3D for use in Armada II?
 

Dominus_Noctis

Lasciate ogni speranza...
Joined
18 Aug 2010
Messages
409
From a quick glance, perhaps the negative sign in this entry is an issue (in your "Wraith Cruiser Pulse Phasers" entry):

stopToHitModifier = -0.0
 

swilson0907

Crewman 1at Class
Joined
13 Jan 2011
Messages
156
From a quick glance, perhaps the negative sign in this entry is an issue (in your "Wraith Cruiser Pulse Phasers" entry):

stopToHitModifier = -0.0

I think the Wraith Hiveship has that same line in the file and that fires just fine. I'll check to make sure that is or isn't in the Hiveship's weapons first, but when creating a weapon or editing a weapon, I have always left the "stopToHitModifier alone.

EDIT:
I just checked the Hiveship's pulse phaser file and the stopToHitModifier is exactly the same.
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
Ran the ODF debugger on all three files. Attached are the errors STAUM v2.0 found. The errors themselves should not prevent the weapons firing, since STAUM does not have an up to date listing of everything. I have the same sorts of errors come up in the BSG ODFs. In fact there are more because I am making the ships be ships, stations, and shipyards all at the same time. The ordnance file showed no errors at all. I see no reason for this behavior at all. I am now officially stumped.
 

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  • wcruiserpulse.png
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swilson0907

Crewman 1at Class
Joined
13 Jan 2011
Messages
156
Ran the ODF debugger on all three files. Attached are the errors STAUM v2.0 found. The errors themselves should not prevent the weapons firing, since STAUM does not have an up to date listing of everything. I have the same sorts of errors come up in the BSG ODFs. In fact there are more because I am making the ships be ships, stations, and shipyards all at the same time. The ordnance file showed no errors at all. I see no reason for this behavior at all. I am now officially stumped.

I'm going to re-try the MS3D file and make a new SOD file. In one of my previous posts, I asked about using the textures from another Wraith Cruiser mesh from Bridge Commander, I'm going to try those textures instead too, unless one of you say otherwise.
 

swilson0907

Crewman 1at Class
Joined
13 Jan 2011
Messages
156
Here are two pictures of the Wraith Cruiser. I've decided to go back and see what could be wrong with this ship by reworking on creating the SOD file in MS3D.

There are two versions for this ship. One version is in mesh form from Armada2files, the other is a complete mod but also includes the mesh file for MS3D. This ships final version was for Star Trek Bridge Commander and was downloaded from the file front site for that game. With that ship's textures and the MS3D file, I was hoping that I could just convert/transfer the ship into SOD format. Plus this ship happens to look alot better and moe accurate than the one found at Armada2files.

Edit:
I think I may have possibly noticed an error for the Wraith Cruiser from Armada2files. The ship is supposed to have HP01 - HP08 but it looks like HP06 is actually missing. (See below pictures) This HP is listed as one of my weapons firing spots.

Edit:
I just felt that I should add this, for the Bridge Commander MS3D file below, I have started to hardpoint it. That part wasn't completed for the mesh that accompanied the file.
 

Attachments

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  • Wraith Cruiser - Bridge Commander version, Joint bulleyes I added.jpg
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swilson0907

Crewman 1at Class
Joined
13 Jan 2011
Messages
156
Ok, I've been thinking and weighing on the differences between these two versions of the Wraith Cruisers and which one looks closer to the true TV StarGate Atlantis version, I'd have to say that going with the Bridge Commander model (MS3D mesh) should be the one that I work with. Is giving the model HPs and saving it as a SOD going to be good enough for it to work ingame?
 
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