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Taldrenites => Starfleet Command Models => Topic started by: Khalee1 on August 13, 2009, 08:24:08 pm

Title: Milkshape and the mod converter
Post by: Khalee1 on August 13, 2009, 08:24:08 pm
just downloaded milshape and the mod plug in but where do you put the plugin at in milkshape.

I was going to try a experiment with my ship as I'm thinking because the plugin for gmax was not really made for it, that might be the reason for the shadow effects i'm getting, So was going to import it to milkshape before converting it and then export it to see what happens.
Title: Re: Milkshape and the mod converter
Post by: GotAFarmYet? on August 13, 2009, 09:28:38 pm
If I remember right there was a plugin directory or some such right off the main one that it would go into. There was a self-Extracting version that might still be around that did it for you.

Milkshape exporter will whiten the ship a bit though to be warned, Centrus knows how to correct that error the plugin has.
Title: Re: Milkshape and the mod converter
Post by: Centurus on August 14, 2009, 02:21:30 am
It's an annoyance.  What happens is that some of the textures gain a self illumination in the conversion process.  It doesn't prevent the ship from working in game at all.  However, in game or even in mod viewer, you might be wondering why parts of the ship are glowing bright when they're not supposed to be.

The fix is easy.  In the Material Editor, select each texture entry, and if it's got a self illumination numerical value, just set it to 0.  Then, re-export the ship to MOD format.  This works only in MAX and I believe in GMAX.
Title: Re: Milkshape and the mod converter
Post by: atheorhaven on August 14, 2009, 12:33:58 pm
Hmmm, interesting.. when it gains a self-illumination texture entry, does it also create a blank white texture?  If it does, that might be a really fast way to convert some non-SFC meshes to SFC, adding in illum maps at the same time.  Even if it just generates a unique filename, it doesn' take anything to generate a bunch of blank texture maps and go from there.

Haven't ever really played with Milkshape past the initial 30 day period I had for Milkshape 1.4.something or other.. I still had my old auction copy of 3dsMax kicking around.  :)
Title: Re: Milkshape and the mod converter
Post by: GotAFarmYet? on August 14, 2009, 05:18:30 pm
It adds a brightness level basically to the model during the export. You have to import it into max to fix, or GMax.

The only way I have seen it make a light map is when I exported a BC ship with TGA textures it seperated those just fine. It will also when exporting a ship for BC from SFC make the TGA texture from the normal and light map.
Title: Re: Milkshape and the mod converter
Post by: Terradyhne on August 15, 2009, 02:31:26 am
just downloaded milshape and the mod plug in but where do you put the plugin at in milkshape.

put both msSFCExporter.dll and msSFCImporter.dll into your Milkshape installation folder and than in Milkshape choose export or import Star Fleet Command (MOD) option, it is that easy  :)