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Help with Milkshape

dinosaurJR

Biffy! Biffy! Biffy!
Joined
1 Jul 2009
Messages
654
swilson, there are 7 things that need to happen before a ship will work in game;

1) you need a model of reasonably low poly count

2) that model needs to have a .tga texture that is square in resolution (256x256 or 512x512 or 1024x1024 and so on)

3) the material must have the correct material namreference (there is a thread for it on this site) something like !phong_materialname_!default will allow any light maps on the texture to glow and shall allow any light sources on the map to cast a glow on the model.

3) the model needs a working hard point hierarchy

4) the model then needs to be exported as an Armada 2 SOD (for use in star trek armada 2) or an Armada 1 SOD (for use in Star Trek Armada).

5) the model then needs a working odf that references the hard points on the models hard point hierarchy.

6) this odf then needs to be referenced in the techtree files.

7) you need to either adjust the starting units of the race chosen to have this unit from the start, or make it buildable from a ship yard.

there are other things to be done (build buttons and wire frames etc...) but the above is the bare bones of getting a ship to work in game.:cool:
 

swilson0907

Crewman 1at Class
Joined
13 Jan 2011
Messages
156
swilson, there are 7 things that need to happen before a ship will work in game;

1) you need a model of reasonably low poly count

2) that model needs to have a .tga texture that is square in resolution (256x256 or 512x512 or 1024x1024 and so on)

3) the material must have the correct material namreference (there is a thread for it on this site) something like !phong_materialname_!default will allow any light maps on the texture to glow and shall allow any light sources on the map to cast a glow on the model.

3) the model needs a working hard point hierarchy

4) the model then needs to be exported as an Armada 2 SOD (for use in star trek armada 2) or an Armada 1 SOD (for use in Star Trek Armada).

5) the model then needs a working odf that references the hard points on the models hard point hierarchy.

6) this odf then needs to be referenced in the techtree files.

7) you need to either adjust the starting units of the race chosen to have this unit from the start, or make it buildable from a ship yard.

there are other things to be done (build buttons and wire frames etc...) but the above is the bare bones of getting a ship to work in game.:cool:

I hate to say this, but I actually knew all that already and I have been working on all of that. The questions I have posted recently involve models in MS3D that are actually already hardpointed (except for the Wraith Cruiser from Bridge Commander). Plus all the model that I have been working with actually have come with textures or I've choosen to use a texture that is already in the game and that works, I am not making new textures nor do I plan on it, I don't have the programs that will do that.

I am good at making ODF and editing the Techtrees that is why I'm wanting to stick with Standard Armada II than go up to FlOps.

Does a model need to have a texture !phong_materialname_!default in that format? I have gotten models that have textures that don't have that and show up just fine in the game. Is it really a must?

How exactly do hardpoints appear on the model? All I get is joints and the name joint and a number after it depending on what joint number it is.

Can you please explain this further?
 

K_merse

Star Trek: Evolution
Joined
22 Feb 2008
Messages
438
Does a model need to have a texture !phong_materialname_!default in that format? I have gotten models that have textures that don't have that and show up just fine in the game. Is it really a must?

Absolutley not. There are some textures which demand it, but it's not common, and I stil don't know what's the difference between a TGA file and another. I always delete the tags from the material names and keep only the name. Then, when I export the model, the program adds the necessary tags by itself. It worked perfectly for me so far...

How exactly do hardpoints appear on the model? All I get is joints and the name joint and a number after it depending on what joint number it is.

The joints are the hardpoints. It's a bit confusing that we call them different names, indeed:angel: Especially, if you know that one joint is sometimes referred as "a node" :D Anyway, if you look at the joints, you'l find out that they are organised into a tree. The root is claeed h_root or h_scene_root and every joint attaches to it. The next level is the "must have" joints, these for a ship are:
h_damage
h_shields
h_life
h_sensors
h_crew
h_engines
h_target
h_lights
h_geometry
h_hardpoints
They all have to be attached to h_scene_root. Most of them you'll never use, but you have to have them all, or the model won't appear properly. As you can see, most of them are represent a subsystem of the ship. These define that the model does have those subsystems, which can be hit, taken damage etc.

The third level is technically not the third, but part of the second, but these HPs are not essential part of the model: They're the m_models-groups-name nodes. They has to be attached to h_scene_root ad they has to be named exactly as the groups in your model. If you have three groups, but you have nodes only for two, the third one won't appear on the screen ingame.

The fourth level is when the real fun begins, here comes the real thing! The fourth level nodes have to be attached to a second level node in order to operate properly. Let's see them!

Hardpoints: these nodes have to be attached to the h_hardpoints node. Their name has to start with a h_ tag, but then you'll write whatever name you want. Traditionally we're using the old Armada-style hpXX naming, but if you want, you can call them h_amy, h_christie, h_alex, h_****yourmother etc. Whatever you want. This also means that there is no known limit for the number of the hardpoints. You may have thousands of them, if you want...
In the ODF, when you refer to a hardpoint, you'll only use the hardpoints name, but not the h_ tag before them! (so in our example: "hp01" "hp02" "amy" "christie" "alex" "****yourmother")

Lights: SURPRISE! They has o be attached to the h_lights node! These are the small blinding lights on a starship. I never use them, I don't like when my ship looks like a Christmas tree. If I need those lights, I'll show them on the textures.

Streams: When a ship subsystem damages, you may want to represent it by a stream of venting gas/plasma etc. All you have to do for this is to attach the corresponding node. They're called e_streamsml/med/lrg and e_plasmasml/med/lrg depending on how big stream you want. I don't use these either.

Damages: If you have damaged textures and want them to appear on your ship when it took heavy damages (phaser burns, scars, lights off etc), you have a separated group or groups for them. You have to work with them, with the m_ tag, just like you did with the mesh group, except that they has to be attached to the h_damage node.

I think that's all and I helped you to understand the system of hardpoints :)
 

dinosaurJR

Biffy! Biffy! Biffy!
Joined
1 Jul 2009
Messages
654
I hate to say this, but I actually knew all that already and I have been working on all of that.

No problem - I wasn't sure exactly how much you knew, so I figured start simple - you never can assume that everyone knows everything...

I hope I can be more help in the future.

Also - the material tags - I always name my materials. Always. I guess i can stop now...
 

Amateur

Waiting for Godot
Joined
29 May 2006
Messages
755
Age
34
Absolutley not. There are some textures which demand it, but it's not common, and I stil don't know what's the difference between a TGA file and another. I always delete the tags from the material names and keep only the name. Then, when I export the model, the program adds the necessary tags by itself. It worked perfectly for me so far...

True in the most part, but I will add something:

Without the tags, the texture will show up fine in game (as long as the .tga is in the textures/RGB folder).

However, there are some things that can be done to (in my opinion) make the texture look better. These involve:
  • Setting the ambient, emissive, and specular values to black
  • Setting the diffuse value to white
    And
  • Adding the !phong_ tag to the texture. This enables phong lighting, allowing the model to reflect weapons, sprites and whatnot. Basically, this tag allows for the model to actually show lighting from sources other than the directional light.

I usually just add _!default to the end by tradition; I'm not sure what'll happen with out it.

So, to answer your question, there is no real need to have the tags on the material name - it just gives it that little extra spice ;)
 

swilson0907

Crewman 1at Class
Joined
13 Jan 2011
Messages
156
Absolutley not. There are some textures which demand it, but it's not common, and I stil don't know what's the difference between a TGA file and another. I always delete the tags from the material names and keep only the name. Then, when I export the model, the program adds the necessary tags by itself. It worked perfectly for me so far...



The joints are the hardpoints. It's a bit confusing that we call them different names, indeed:angel: Especially, if you know that one joint is sometimes referred as "a node" :D Anyway, if you look at the joints, you'l find out that they are organised into a tree. The root is claeed h_root or h_scene_root and every joint attaches to it. The next level is the "must have" joints, these for a ship are:
h_damage
h_shields
h_life
h_sensors
h_crew
h_engines
h_target
h_lights
h_geometry
h_hardpoints
They all have to be attached to h_scene_root. Most of them you'll never use, but you have to have them all, or the model won't appear properly. As you can see, most of them are represent a subsystem of the ship. These define that the model does have those subsystems, which can be hit, taken damage etc.

The third level is technically not the third, but part of the second, but these HPs are not essential part of the model: They're the m_models-groups-name nodes. They has to be attached to h_scene_root ad they has to be named exactly as the groups in your model. If you have three groups, but you have nodes only for two, the third one won't appear on the screen ingame.

The fourth level is when the real fun begins, here comes the real thing! The fourth level nodes have to be attached to a second level node in order to operate properly. Let's see them!

Hardpoints: these nodes have to be attached to the h_hardpoints node. Their name has to start with a h_ tag, but then you'll write whatever name you want. Traditionally we're using the old Armada-style hpXX naming, but if you want, you can call them h_amy, h_christie, h_alex, h_****yourmother etc. Whatever you want. This also means that there is no known limit for the number of the hardpoints. You may have thousands of them, if you want...
In the ODF, when you refer to a hardpoint, you'll only use the hardpoints name, but not the h_ tag before them! (so in our example: "hp01" "hp02" "amy" "christie" "alex" "****yourmother")

Lights: SURPRISE! They has o be attached to the h_lights node! These are the small blinding lights on a starship. I never use them, I don't like when my ship looks like a Christmas tree. If I need those lights, I'll show them on the textures.

Streams: When a ship subsystem damages, you may want to represent it by a stream of venting gas/plasma etc. All you have to do for this is to attach the corresponding node. They're called e_streamsml/med/lrg and e_plasmasml/med/lrg depending on how big stream you want. I don't use these either.

Damages: If you have damaged textures and want them to appear on your ship when it took heavy damages (phaser burns, scars, lights off etc), you have a separated group or groups for them. You have to work with them, with the m_ tag, just like you did with the mesh group, except that they has to be attached to the h_damage node.

I think that's all and I helped you to understand the system of hardpoints :)

Thank you for all of that. I copied it to a MS Word document so I'll always have it for a quick reference when I can't get online and am working in MS3D.
I now hope that I can get some models to start working better for me. :)

No problem - I wasn't sure exactly how much you knew, so I figured start simple - you never can assume that everyone knows everything...

I hope I can be more help in the future.

Also - the material tags - I always name my materials. Always. I guess i can stop now...

Thank you, after righting that, I thought I might have actually been harsh in my words, after all you are trying to give me helpful pointers. :)

I guess material tags are like those names that were present in the Wraith Cruiser model that you gave me pointers on DinosaurJR, right?

True in the most part, but I will add something:

Without the tags, the texture will show up fine in game (as long as the .tga is in the textures/RGB folder).

However, there are some things that can be done to (in my opinion) make the texture look better. These involve:
  • Setting the ambient, emissive, and specular values to black
  • Setting the diffuse value to white
    And
  • Adding the !phong_ tag to the texture. This enables phong lighting, allowing the model to reflect weapons, sprites and whatnot. Basically, this tag allows for the model to actually show lighting from sources other than the directional light.

I usually just add _!default to the end by tradition; I'm not sure what'll happen with out it.

So, to answer your question, there is no real need to have the tags on the material name - it just gives it that little extra spice ;)

If I am understanding everyone correctly, the tags aren't really needed, but they give more spice to the model well its ingame and reflect additional lights? Does MS3D automatically add these tags at the end, say when the model is saved as a SOD?
 

swilson0907

Crewman 1at Class
Joined
13 Jan 2011
Messages
156
Not as far as I am aware. At least, exporting without the tags doesn't give the same effect.

Then I'm going to have to add some tags when I continue my MS3D practicing later on.


Also, I was wondering how come a ship that after I used MS3D to open (export) the SOD to change the texture why the ship doesn't use all of its weapons, including some specials?
 

Amateur

Waiting for Godot
Joined
29 May 2006
Messages
755
Age
34
Also, I was wondering how come a ship that after I used MS3D to open (export) the SOD to change the texture why the ship doesn't use all of its weapons, including some specials?

Hmm...there's two possible explanations I can think of:

  1. The SOD is named differently. Unlikely, as the ship wouldn't show up at all and that doesn't seem to be your problem
  2. The hardpoints are named differently and the odf references ones that aren't there. This one I'm also not sure of, as I thought that any reference to a non-existent hardpoint caused a crash.

Other than this, I'd suggest checking the .odf. If not, then I'm stumped :confused:
 

swilson0907

Crewman 1at Class
Joined
13 Jan 2011
Messages
156
Hmm...there's two possible explanations I can think of:

  1. The SOD is named differently. Unlikely, as the ship wouldn't show up at all and that doesn't seem to be your problem
  2. The hardpoints are named differently and the odf references ones that aren't there. This one I'm also not sure of, as I thought that any reference to a non-existent hardpoint caused a crash.

Other than this, I'd suggest checking the .odf. If not, then I'm stumped :confused:

The original ship was the Colonial Defense Cruiser from this site, I just retextured it to be an Ancients Defense Cruiser using the Aurora's textures. Does the original do this?
 

dinosaurJR

Biffy! Biffy! Biffy!
Joined
1 Jul 2009
Messages
654
Thank you, after righting that, I thought I might have actually been harsh in my words, after all you are trying to give me helpful pointers. :)

Hey, no problem - not harsh at all - at least I didn't think so? I actually should have known, as you have posted pics of ships in game that you put there earlier... so of course you would have known all that stuff.

Actually when I read back, I thought that maybe I was being a little condescending, telling you what you already knew...:silence:

Don't worry about it bro - no harm, no foul - we are a friendly community and are all here to help! :thumbsup:

I guess material tags are like those names that were present in the Wraith Cruiser model that you gave me pointers on DinosaurJR, right?

I'm not sure, I didn't really look - I only saw the extra mesh node and thought that was your main problem.

If you haven't looked already, check here:
MSFC

This thread has a lot of very interesting info on material tags and properties - You will find it interesting, I promise:D. It should pretty much answer every question you have on material properties in the universe ever.:cool:
 

swilson0907

Crewman 1at Class
Joined
13 Jan 2011
Messages
156
Hey, no problem - not harsh at all - at least I didn't think so? I actually should have known, as you have posted pics of ships in game that you put there earlier... so of course you would have known all that stuff.

Actually when I read back, I thought that maybe I was being a little condescending, telling you what you already knew...:silence:

Don't worry about it bro - no harm, no foul - we are a friendly community and are all here to help! :thumbsup:



I'm not sure, I didn't really look - I only saw the extra mesh node and thought that was your main problem.

If you haven't looked already, check here:
MSFC

This thread has a lot of very interesting info on material tags and properties - You will find it interesting, I promise:D. It should pretty much answer every question you have on material properties in the universe ever.:cool:

Ok, thank you very much :).

I'll take alook at every thing including everything that I have saved for future reference and will continue to try my best that I can at getting some models game ready.
 

swilson0907

Crewman 1at Class
Joined
13 Jan 2011
Messages
156
First Full Attempt At Completing a MS3D Model

Earlier today, I was finishing up the Wraith Super Hiveship (or as some might know it as: the ZPM Powered Hiveship from StarGate Atlantis' series final "Enemy at the Gate". It was the ship that Atlantis destroyed over Earth just before ending up landing in the ocean near I'd guess California.

I got this model from the Bridge Commander Files and it is a one time use ship for my game. A new ZPM Powered Hiveship commanded by Todd the Wraith. I think I did a good job on this following the steps that k_merse gave me, but I do think I may have made on mistake, the portion that is labeled h_engines is in the wrong spot and I realized after finishing everything, I only found out because the texture for that spot says engines (in the attached MS3D screenshots, it is the blue line going to the left wing-like structure from about the center of the ship) and I saved it as a SOD before realizing this, and I'm afraid to move it because what if it moves everything else?

It took me three hours to finish this, the model was done and just needed to be hardpointed (it the mesh (MS3D file) came with the full Bridge Commander version of the ship so I guess was meant to be used for something like this to convert it to another game). Well working on this, I came up with some questions.

1) Is the joints (Hardpoints) off the model if you using the 3D model/graphic of the ship to help place them? (Looking at the screenshots you'll see that this is the case the with my conversion of the MS3D file.)

2) Why when you change the view of the model in the 3D viewing portion that the hardpoints and lines don't change with the rotation? (This happens in one of the screenshots, you might be able to spot it, it is the finished/final product.)

3) My two screenshots of the Notepad document breaking down the usage of the hardpoints (I believe its called an HP Map), is that a good thing to have done?

4) Is there any special thing that you are supposed to do before saving the file as a SOD? (I am asking this for one important reason, it appears that after all of this work, the weapons don't want to fire on this thing at all. This is the same thing that is happening with anything I seem to do in MS3D including the ship that I just changed the textures on (see this thread: MSFC).

Now here is the final version of my MS3D conversion, the screenshot of the ship ingame (which I still have to find the perfect ScaleSOD size to make it slightly bigger than my regular Hiveship which stands at ScaleSOD = 10 (at that size this covers the screen) and also the ship's ODF file...
Toddhiveship
Code:
// Begin main properties

unitName = "ZPM Powered Wraith Hiveship"
tooltip = "Todd's Wraith Hiveship"
verboseTooltip = "The ZPM Powered Wraith Hiveship is just like the ZPM Powered Wraith Cruiser created by Todd's underling except for this ship was created by Todd and its creation was allowed by both the IOA, and  StarGate Command along with the Atlantis Expedition in return for Todd's loyalty to the expedition and to Colonel John Sheppard. Its creation along with the new ZPM Powered Cruiser is due to Todd's help in defeating the original ZPM Powered Hiveship. If Todd betrays the Atlantis Expedition, both ships have a Failsafe Device that can be activated that will destroy the ship and kill everyone aboard. There is only one of both of these vessels in existance."

// Starting Race
race = "species8472"

// This ship is a hero.
isHero = 1

// Ship label provided because this is a unique ship.
label = "Todd's Hiveship"

// Build Time
buildTime = 50.0

// Officer Cost To Build
officerCost = 260

// Crew Cost To Build
crewCost = 7500

// Maximum Crew Compacity
maximumCrew = 75000

// Max Crew Added To The Crew Compacity
maxCrewGain = 95000

// Bio-Matter Cost To Build
biomatterCost = 4850

// Maximum Shields
maxShields = 99999999

// Maximum Ship Health
maxHealth = 999950

// Hitpoints
shieldGeneratorHitPoints = 19500
engine****Points = 19500
weapon****Points = 19500
lifeSupportHitPoints = 19500
sensor****Points = 19500

// Shield Recharge Rate
shieldRate = 1.0

// Maximum Special Energy
maxSpecialEnergy = 99900

// Special Energy Recharge Rate
specialEnergyRate = 10

// Ship Class
shipclass = "battleship"

// Attack Power
attackPower = 2.00f

// Attack Power Intrinsic Value
intrinsicValue = 0.50f

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

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

// ZPM Powered Hiveship Pulse Beam Weapons - Side 1 & Front
weapon1 = "ZPMwhivepulse"
weaponHardpoints1 = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13"

// ZPM Powered Hiveship Pulse Beam Weapons - Side 2 & Back
weapon2 = "ZPMwhivepulse"
weaponHardpoints2 = "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" "hp20" "hp21" "hp22" "hp23" "hp24" "hp25" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31" "hp32"

// Hiveship Pulse Beam Weapons - Side 1 & Front
weapon3 = "whivepulse"
weaponHardpoints3 = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13"

// Hiveship Pulse Beam Weapons - Side 2 & Back
weapon4 = "whivepulse"
weaponHardpoints4 = "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" "hp20" "hp21" "hp22" "hp23" "hp24" "hp25" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31" "hp32"

// ZPM Powered Hiveship Pulse Beam Weapons - Underneath Part 1
weapon5 = "ZPMwhivepulse"
weaponHardpoints5 = "hp41" "hp42"

// ZPM Powered Hiveship Pulse Beam Weapons - Underneath Part 2
weapon6 = "ZPMwhivepulse"
weaponHardpoints6 = "hp49" "hp50" "hp51" "hp52" 

// Hiveship Pulse Beam Weapons - Underneath Part 1
weapon7 = "whivepulse"
weaponHardpoints7 = "hp41" "hp42"

// Hiveship Pulse Beam Weapons - Underneath Part 2
weapon8 = "whivepulse"
weaponHardpoints8 = "hp49" "hp50" "hp51" "hp52" 

// ZPM Powered Hiveship Pulse Beam Weapons - Left Wing-Structure
weapon9 = "ZPMwhivepulse"
weaponHardpoints9 = "hp53" "hp54" "hp55" "hp56" "hp57"

// ZPM Powered Hiveship Pulse Beam Weapons - Right Wing-Structure
weapon10 = "ZPMwhivepulse"
weaponHardpoints10 = "hp33" "hp34" "hp35" "hp36" "hp37"

// Hiveship Pulse Beam Weapons - Left Wing-Structure
weapon11 = "whivepulse"
weaponHardpoints11 = "hp53" "hp54" "hp55" "hp56" "hp57"

// Hiveship Pulse Beam Weapons - Right Wing-Structure
weapon12 = "whivepulse"
weaponHardpoints12 = "hp33" "hp34" "hp35" "hp36" "hp37" 

// ZPM Powered Hiveship Beam Weapons - Right Wing-Structure
weapon13 = "ZPMwhivephaser"
weaponHardpoints13 = "hp43" "hp44" 

// ZPM Powered Hiveship Beam Weapons - Left Wing-Structure
weapon14 = "ZPMwhivephaser"
weaponHardpoints14 = "hp47" "hp48" 

// Self Destruct
weapon15 = "gselfdes"
weaponHardpoints15 = "hp38"

// Launch Wraith Darts
weapon16 = "gwdarts"
weaponHardpoints16 = "hp21" "hp22"

// Wraith Hull Regeneration
weapon17 = "gwraithhullregeration"
weaponHardpoints17 = "hp38"

// Ancient Deflective Shield
weapon18 = "ZPMancientshield"
weaponHardpoints18 = "hp38"

// ZPM Powered Wraith Sublight Boost
weapon19 = "ZPMpowerthrust"
weaponHardpoints19 = "hp45" "hp46"

// Hardpoints to hit for various systems and other locations.
sensorsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" "hp20" "hp21"
criticalTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" "hp20" "hp21"
hullTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" "hp20" "hp21" "hp22"
shieldGeneratorTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" "hp20"
lifeSupportTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" "hp20" "hp21"
enginesTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" "hp20" "hp21"

//**********************************************************************
//SYSTEM HITPOINTS
//These values are the hitpoint values of the systems
//If the value is set to zero the ship does not have that system
engine****Percent = 5.0f
lifeSupportHitPercent = 8.5f
weapon****Percent = 5.0f
shieldGeneratorHitPercent = 8.0f
sensor****Percent = 998.0f
crewHitPercent = 335.0f
hullHitPercent = 357.0f

//**********************************************************************
// Message & Sound Parameters
//**********************************************************************
eventSelect = "BattleSelect"
eventAcknowledge = "BattleAcknowledge"
eventAttack = "BattleAttack"
eventStop = "BattleStop"
eventMove = "BattleMove"
eventRepair = "BattleRepair"

//**********************************************************************
// Begin misc properties
saneCrewLossMethod = 1
weaponYellow = 1.0f
weaponRed = 2.0f
ScaleSOD = 6.1
physicsFile = "sdreadphys.odf"
trekPhysicsFile = "trek_sspecialphys.odf"
avoidanceClass = 8
canAttackPlanets = 1
fireball = "xfirebmd"
shipType = "B"
shieldDelay = 5.0f
rangeScan = 6950.0f
damagedScan = 4550.0
shieldProtection = 1.0
enginesRepairTime = 0.2f
lifeSupportRepairTime = 0.04f
weaponsRepairTime = 0.2f
shieldGeneratorRepairTime = 0.2f
sensorsRepairTime = 0.2f
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
has_crew = 1
combat = 1
alert = 1
can_sandd = 1
can_explore = 1
transporter = 1
SHOW_SW_AUTONOMY = 1
SHOW_MOVEMENT_AUTONOMY = 1
 

Attachments

  • Wraith Hiveship - Super Version (AKA ZPM Powered) - MS3D Hardpointing.jpg
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  • Wraith Hiveship - Super Version (AKA ZPM Powered) - Hardpoints Chart.jpg
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  • Wraith Hiveship - Super Version (AKA ZPM Powered) - MS3D Hardpointing - Finished Version, did al.jpg
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  • Wraith Hiveship - Super Version (AKA ZPM Powered) - Hardpoints Chart - Final Version.jpg
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  • Wraith ZPM Powered Hiveship ingame.jpg
    Wraith ZPM Powered Hiveship ingame.jpg
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swilson0907

Crewman 1at Class
Joined
13 Jan 2011
Messages
156
Edit for post above, can this please be pasted in?

EDIT:

I found the perfect size for the ZPM Powered Hiveship, ScaleSOD = 4.1. At this size, it is just a tad bigger than my normal powered Hiveship.

Also with the mistake involving the h_engines in MS3D doesn't appear to affect the textured modeled. The engine textures are in their right place. The reason I asked that question before was I was afraid that it was going to have something to do with how the ship was going to look ingame or act. I now believe that h_engines is refers to the Engine Hitpoints on the model ingame, am I right?

Well I still can't figure out why the weapons don't work on anything I create or finish through MS3D, the Special Weapons work, at least Self Destruct and Defensive like the ZPM Powered Ancient Shield on this ship, so why not the automatic standard weapons?
 

swilson0907

Crewman 1at Class
Joined
13 Jan 2011
Messages
156
Please, does anyone have any suggestions on making it possible to get my models after they are saved as .SODs to use all of their weapons?

What do I need to do when completing someone elses MS3D file or coming up with my own to actually get a working ship or station in game?
 

swilson0907

Crewman 1at Class
Joined
13 Jan 2011
Messages
156
Ok, I liked the Federation Menagha Class by falcon01 and Jetfreak so much especially after I gave it a certain Pulse Phaser so I decided to also make another copy of the ship anreplicator for the Ancients and gave it the Aurora Class' textures, the ship looks good in game with these textures, well to me it does, but as usually after editing a SOD to have new textures, the ship is now not using its weapons except its Special Weapons, well the Ancient Shield and Self-Destruct only. I decided to take alook at the ship in MS3D again after finding this out, and to my surprise, its lost all of its hardpoints for weapons, and this is further confirmed in the UTMV1 program which shows the ship has no hardpoints at all. I tested the ship ingame with the new weapons before changing the textures and the ship worked perfectly with the new weapons. This ship is only going to be used in my personel mod and I am not going to ever re-release it. Its only purpose is to give more ships to the Ancients since there aren't any other mods out there for Star Trek Armada II featuring StarGate units so I have been forced to another way to create/finish a StarGate Mod for my personel install so I can at least have a full race. Now can someone please offer me some help to fix this because when creating my new SOD files, and completing the MS3D meshes I downloaded, I was only following the teachings and advice from different modders that have been helpful in telling me how to use MS3D and to convert, retexture and finish models. Obviously something was left out or there has been some sort of major miscommunitcation some wheres along the line and I am just looking for help now to fix these mistakes to get working models/ships in game that are in SOD format. Thank you for your understanding.

So here are my questions:
1) How do I edit a ship to have new textures without it lossing its hardpoints? From what I understood, I could change the textures by renaming them or assigning new ones by importing the SOD file into MS3D and doing the editting there. I was never told that this would end up happening where the ship wouldn't have any hardpoints at all. Now how do I fix this well having the hardpoints in the original SOD file's rightful places?

2) This could be the same problem that is preventing my completed models from using their weapons in game too. I haven't chacked to see if they are missing their hardpoints ingame, but this makes me think that when people answered my questions about how to create a model and to hardpoint a model in MS3D, that they forgot to mention something that has to be done before the model is transfered and saved as a SOD file. Now I am asking what is the missing step? What needs to be done to fix this problem?


Ok, I am sure that there has been a step left out in how everyone has explained how to hardpoint a model in MS3D. I am not complaining or going to get mad at anyone because of this, but I just like to report that every SOD file that I have saved (imported/exported) from Ms3D has ended up not having any hardpoints at all on the model when looked at in UTMV1. I don't know why this is because I have followed every step that has been written by k_merse in this thread and that others have told me too. I hardpoint the models, I save (export) it as a SOD and then when I try it in the game, the ship (or station) has its textures but doesn't use their assigned weapons (except Self-Destruct or the Ancient Shield, and weapons such as those). Other than that, they are all useless material and are nothing except things to blow up with my working ships. I hate having to do all this work, no help and then all the frustration not knowing why this is happening. Now that I have fully found out what the problem is, can anyone please help me fix this. Like telling me the neccesary steps to stop this from happening? Thank you very much, I appreciate it very much.
 

Attachments

  • anreplicator class - origininally Federation Menagha Class.jpg
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dinosaurJR

Biffy! Biffy! Biffy!
Joined
1 Jul 2009
Messages
654
You have got to be frakkin kidding me - this guy was Jetnova? He seemed so...normal...:Y
 

Majestic

Administrator
Staff member
Administrator
Seraphim Build Team
Joined
17 Apr 2006
Messages
18,327
Age
39
Unfortunately he was, we only found out due to a member informing us, of Jetnova on another site posting about the same stuff, with some of it being pretty much word for word.

It has shown us that he hasn't given up and since he has been banned he has spammed both my account on Filefront and the MSFC Admin email address with the same useless nonsense he did as RemanCommand and Jetnova just concreting that he is whom we think he is and removing any minor doubts I had before hand. He is getting good at role playing but not good enough. Plus using an IP masking program doesn't help his case at all.

I will leave this thread open for now, for any civil discussion. However I will also state regardless of who he is, the MSFC Rules apply and is not to be a bash feast against the guy.

Also the decision has been made, and anyone attempting to change the minds of the admins will be frowned upon. He has broken the rules more times than anyone in MSFC's history and ban evasion (by re-registering under different details) is again site policy and it's just common sense. If this thread does get out of hand, I or one of the other staff members will close this without notice.
 
Last edited:

Dan1025

Every Mods Biggest Fan :P
Joined
31 Jan 2007
Messages
1,883
Age
33
To be honest I'd suspected it was him a couple of times, but I couldn't be sure, and it wasn't like I could say 'hey are you Jetnova?' or something lol. I saw a post by jetnova (using that name) on the Sins of a Solar Empire modding forum a little while ago asking about stargate mods, I've avoided speaking with 'swilson' ever since.

The guy just doesn't know when to quit it seems. I'm more annoyed by the fact that we all spent time helping him via the forums and PMs while he was lying and stringing us along, than I am about him sneaking past the bans on his IP address and all that. Ugh.

Thankfully we've got a good group of people here who all watch out for the site and its members, not to mention a great staff team running things. Let's hope it's the last time we hear from jetnova in any form.
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
I'd like very much to believe this the last of him(finally!), but I'm afraid I know better. This guy is pretty resilient and very determined. Perhaps we could contact the authorities wherever his initial IP address is and see about pressing legal actions for cyber stalking and cyber bullying? The only way it may be possible to stop him is with a threat of jail time or a complete loss of internet access. Maybe some laws from two or more countries here apply? Doesn't Australia have some pretty strict Internet laws anyways?
 

dinosaurJR

Biffy! Biffy! Biffy!
Joined
1 Jul 2009
Messages
654
Majestic, sorry if I came across like I was questioning the decision to ban him - I just want to make clear that I certainly was not. This here is your barbecue and it sure tastes good - I ain't gonna go pestering the chef:thumbsup: Despite the considerate, thoughtful and somewhat polite face we were shown here, it must not be forgotten how childish and bullying he was before. I also believe that anyone else who thinks of publicly questioning the decision should first ask via PM to any of us who were involved in the first round of sparring with Jetnova about how crazy he got...

I actual feel a little violated - I genuinely took time out of my day to help him on several occasions - I'm genuinely mad - especially after the stress he put me (and others, Majestic especially) through on FF. Just goes to show... you can never really tell who is on the other end of the Tube, huh? Its enough to make you cynical, it really is...
 

Dan1025

Every Mods Biggest Fan :P
Joined
31 Jan 2007
Messages
1,883
Age
33
I actual feel a little violated - I genuinely took time out of my day to help him on several occasions - I'm genuinely mad - especially after the stress he put me (and others, Majestic especially) through on FF. Just goes to show... you can never really tell who is on the other end of the Tube, huh? Its enough to make you cynical, it really is...

I feel exactly the same mate, I spent ages helping him via PMs with all the things he asked me about, and all the while he was lying & stringing me along. Not happy at all, but what can we expect from jetnova?
 
S

StarBlade

Deleted Due to Inactivity
Former MSFC Member
Eh, to be honest, I don't care if it is Jetnova. I help.

Thanks for the tip that led to this being discovered. Evidence is always preferable to speculation, and between Freyr and Maj and myself, we can't be everywhere.
 

Majestic

Administrator
Staff member
Administrator
Seraphim Build Team
Joined
17 Apr 2006
Messages
18,327
Age
39
Majestic, sorry if I came across like I was questioning the decision to ban him - I just want to make clear that I certainly was not.

I know mate, that post was just to make it clear that it's just to express your feelings as I know many of you have not had the chance in previous occurrences of him doing his poop. It wasn't directed at anyone in particular.

But as Thunderfoot has said, I very much doubt we have seen the end of this guy. He'll be back. Also about his ISP, I have the details to contact him thanks to HK, and I'll be writing a email to them about him in a day or two and see about at least getting this guy told off by his ISP.
 
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