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  • Thread starter Timothyjmcneeley
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Timothyjmcneeley

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:ty: Thank you guys :ty:
 
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Timothyjmcneeley

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Another question. Are you guys using bitmap based program for your graphics, or a vector baseded program?
 

Dan1025

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I'd imagine they're using a program like Photoshop, or another program that can save in .TGA format (the texture format A2 uses).
 

Syf

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Download_com is a good site to aquire just about any program. The programs we use are just the basic 32-bit image editing software for textures, no vector graphics involved.
 

Majestic

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I found freewarefiles.com another good site for freeware programs though I only used it to get video and sound converters.

But enough of that, next question about modding?
 
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Timothyjmcneeley

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But enough of that, next question about modding?

Yes, Mr. President, Question. Its been over a year, what are your plans for Katrina?

Just messin with ya man. My next question about modding is...... I remember when downloading from A2, that I occasionally had to alter the dynamic_localized_strings file. So what is that and a H file?
 

Syf

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An "H" file is a text version of a DLL file in basic terms. Usually when writing the code for a program, one uses "h" files to "hook" onto the main executable. But also note, one can not just write a new "h" file and it work. When compiling the source code into and executable, there has to be a call to the "h" file before it is recognized by the program.

And to answer that next question: What is a DLL file?

A DLL file is a "Dynamic Link Library". These are coded files that contain secondary information and instructions for a compiled program to use to know how to handle calls and events that are not encoded to the original source code. These are sometimes called modules. That can be interchanged between similar programs, as long as a handle for the external file was encoded to the program. Some DLLs can even make calls for other DLL files, or simple "H" files.

In the famous words of the Boot camp barber after shaving every strand of hair off the new recruit.... "Next!":p
 
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Timothyjmcneeley

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In the famous words of the Boot camp barber after shaving every strand of hair off the new recruit.... "Next!":p

:lol2:

I'll see what else I can task your mind with.
 
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Timothyjmcneeley

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2 things.

1. I read most of the Mod Bible from West. And I started the build your first ship chapter, and, Using Milkshape, was looking for the pan button and I can't find it. West suggest using 3d studio max, and I downloaded it from download.com but cant seem to access it, so does anybody out there have 3d studio max they can send me, or tell me where the pan button is.

2. I asked if somebody can teach me how to do a sig in one of the threads and I replied to so many I dont remember which one, so Ill reask here. Can somebody teach me how to do a sig.
 

Dan1025

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I'd stick with Milkshape, as 3ds max is faaar more expensive.
 

Dan1025

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Could you plz post the line from the BBOM that mentions it, just so I can see it in context.
 
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Timothyjmcneeley

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1. Start 3D Max and reset by going to the File menu and selecting Reset. This isn’t always necessary but it is to make sure that all settings are at their default parameters.
2. Choose the Objects Tab in the upper left hand side of the screen under the tool bar. Choose Sphere from the Objects toolbar. You will notice that when you select the Sphere from the Objects bar that the panel to the right changes.
3. Now using your mouse click and hold the left mouse button on the TOP viewport, drag the mouse until you see a sphere form then release the mouse button, the size of the sphere does not matter at this time.
4. Now put your mouse over the panel to the right until you see the “PAN†hand and click and hold the left mouse button and move the mouse toward the top of the screen Until you see this in the right hand panel:
5. Double Click on the small box next to the word Radius and type 50.0 and press the down arrow on your keyboard. You will see that the Sphere in your viewport changes size.
 
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Timothyjmcneeley

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I am using milkshape, because that is what Syf told me to do, Im just letting you know what BBOM says.
 

Borg_Queen

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You must ask people that have Milkshape what to do, it may even be that the PAN option don't exist in Milkshape as it's another program than 3DS.

Since I use 3DS, I can't help you with what concerns Milkshape.
 
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Timothyjmcneeley

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thank you. I never thought that it might not be there. :oops:
 

Dan1025

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Yeah sorry thats what I was trying to say before, I didn't understand what you were looking for becuase in Milkshape it doesn't exist lol.

FYI - to pan in milkshape, hold down ctrl and then move the mouse around.
 
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Timothyjmcneeley

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:ty: :ty: :ty:

Thank you, for that worked. now how do I alter the radius? Also the segments?
 

Dan1025

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You're welcome, and the radius of what?
 
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Timothyjmcneeley

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The radius of the thingie that this book is telling me to build. Have you a copy of the BBOM
 

Majestic

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Go over to A2files or google the milkshape website and download tutorials from there. The BBOM is not designed for Milkshape, it's best for actually modding the game, for modelling there are far better tutorials out there.
 

Dan1025

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If you're referring to a model, then you need to:

1. Select the model.
2. Click on the button labelled "Scale".
3. Type in a value bigger/smaller than 1.0 in all 3 text boxes.
4. Press the scale button to the right of the text boxes.

EDIT - I agree with Majestic, the BBOM is designed as a how to manual to modding A2, as opposed to an intruction manual for Milkshape.
 
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Timothyjmcneeley

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Ok, Thank you for the info.

Lets start over, shall we. I have NEVER done any type of modelling or modding in my life, with the exception of downloading from A2files, and incorp. it into my game following the "read me"

So I want to make my first model. My very first model. Please get me on the ball, then push it, so I can get the ball rolling. Tell me what to do guys.

:help: :help: :help:
 

Dan1025

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I'd say the best way to do it is to learn from experience/trial and error. But again as Majestic said a good place to start is by reading through tutorials, it may take a while, but its worth it in the end.
 
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Timothyjmcneeley

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I will read through the tuts. But what are the easiest products to start with for somebody who never done anything and for what I want to do...I want to make a ship.
 

Majestic

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Modelling is difficult to learn, I haven't even gotten very far with that myself, hense why Syf does the modelling for YY and I do the hardpointing, graphics (not the actual model textures Syf does that) and the main programming and sound editing.

I have only ever created two successful models, my first was a ST Daedalus class ship, which was over 3000 pollies, and my second which I actually textured using modified textures that Syf made is the Dalek mothership that is in the downloads section.

Dan is correct, trial and error is usually the best method, but you do need to read up a bit, read some of the tutorials, milkshape's website (google it to find the address) has some I believe which are pretty straight forward. Plus there are quite a few other sites out there that host tutorials.

If you are really determined to learn to model, it isn't a quick process, and can take years to master as many of the greats have been at it for years to get to the point they are now. So you need to stick with it, something I found difficult to do as I was making mods, running a website and working fulltime at the time as well.
 
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Timothyjmcneeley

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:Y :Y :Y And this is coming from the mouth of the horse himself :Y :Y :Y

I guess it really is that hard.
 

Dan1025

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Yeah it can be a daunting process, but as I said it's worth it in the end :)
 
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