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Taldrenites => Starfleet Command Models => Topic started by: sfcv on March 23, 2010, 10:13:34 am

Title: how to make this?
Post by: sfcv on March 23, 2010, 10:13:34 am
how can i make sfc 2 models compatible with sfc1, and vice versa. i tried in sfc2 first. i took the sfc1 gsb model and made it compatible. it worked. then i tried to make the HDX model compatible with sfc1 by removing the illumination. i did that and got an error when i started a skirmish. why?
Title: Re: how to make this?
Post by: FoaS_XC on March 23, 2010, 12:51:37 pm
I'm not really sure. The only thing I can think of is that there might be a hardpoint issue, but do not quote me on such.
Title: Re: how to make this?
Post by: KBF-Kurok on March 23, 2010, 01:01:54 pm
x ships only work in op i think if you were to chance the hard points to something usable in sfc1 it might work but not being a modder im  not sure of this.
Title: Re: how to make this?
Post by: sfcv on March 23, 2010, 03:01:42 pm
well, at least it works from sfc1 to op. but what i don't understand is: if you change the mod, in ship edit ,the UI shouldn't change as well?
Title: Re: how to make this?
Post by: atheorhaven on March 23, 2010, 03:57:56 pm
My guess, reading your explanation, is that you didn't remove the calls to the illumination files from your .MOD file.  So the mesh loads up in SFC1, calls those upon loading the mesh, and crashes out SFC1.

You'll need to remove those self-illumination calls inside a modelling program like Milkshape, 3dsmax or gmax.
Title: Re: how to make this?
Post by: GotAFarmYet? on March 24, 2010, 10:36:28 am
My guess, reading your explanation, is that you didn't remove the calls to the illumination files from your .MOD file.  So the mesh loads up in SFC1, calls those upon loading the mesh, and crashes out SFC1.

You'll need to remove those self-illumination calls inside a modelling program like Milkshape, 3dsmax or gmax.

I am with him here, the only difference between the ships was illumination maps. They have to removed from the model as well as the directory the model is in for SFC 1. In some o those programs you have to remove them from the folder inorder for the calls to them.
Title: Re: how to make this?
Post by: sfcv on March 24, 2010, 11:48:08 am
i don't see  how can i possibly edit a .mod file because in every of the three programs, i couldn't even find the mod extension and it also said it can't be edited, or unsuported file...
Title: Re: how to make this?
Post by: FoaS_XC on March 24, 2010, 11:51:15 am
Milkshape can import MOD files if you get the plugin (don't have a link handy for I am not a milkshape user. perhaps one of the MS users can link you).
Title: Re: how to make this?
Post by: atheorhaven on March 24, 2010, 12:23:13 pm
I have them up on my site, but for some reason, not reaching Outalance.  (May have missed a notice or something)..