I see. Thanks alot myfist0
Barkodia
Mesh or Model Hitbox off center when shield mesh isn't used? I uploaded a screenshot of the issue I'm experiencing with models imported from Eve Online...I used XSI and convertxsi to change them to Mesh format, and I am certain that the mesh was centered in XSI as was the rootpoint null object and the P001-Center etc....I don't want to use a shield mesh due to the added memory strain....any advice? am I doing something wrong?
Hey guys, quick question for you! I have worked on some imported models in xsi and properly converted them into SOASE and everything is great except that when I choose to not give them a shield mesh....the models "hitbox" seems to always be a small circle to the right of the 0,0,0 (x,y,z) coordiates? and lasts until a ships shield hitpoints reach 0....then once the armor or hull takes hits the hitbox becomes fine and the lasers impact all over the model properly....so it seems to be the lack
hmm the step which calls for duplicating the polygons and inverting has worked!!! thanks a ton myfist0...although I'm not sure how to exactly improve the tangent map, but that may be abit too much work or above my 'artistic' talents for the time being, I appreciate the help SZ0 and myfist0! always. peace
sure, yeah I'm not exactly sure what the issue is, I tried messing around with the poly mesh abit and didn't get anywhere, thanks! yeah I'll send it to ya
hmmm thanks Sinperium, any advice on how to make them two sided? :) create a UV map and copy-paste?
hmmm, I'm copying and pasting the topic I started by accident in a different thread, it seems like this is the proper place for it :) Hey all, I realize I've been posting quite abit lately asking for assistance with issues I've come up against and I'm thankful for the help that has been offered, and am happy with the progress I've made importing models from EVE Online succesfully into the SOAS
Hey all, I realize I've been posting quite abit lately asking for assistance with issues I've come up against and I'm thankful for the help that has been offered, and am happy with the progress I've made importing models from EVE Online succesfully into the SOASE Reb 0.96 Beta so far... but when it comes to Minmatar ships I have abit of an issue...using the same Modtools XSI steps and tangents etc and the Photoshop textures setups I have used successfully for over 20 ships...I
woops, double post:(
lol, yeah thanks (disclaimer: the model is the property of CCP...I 'just' imported it into SOASE....which I found difficult) It seems that Topogun can import .objs as ref files and you can retopograph them to lower the poly count...but I think this would totally destroy the UV map/ Tangents? anyone have any ideas? or corrections?
Well, I figured I'd post this looking for a bit of advice due to the fact that I'm rather new to modelling etc. [e digicons]:blush:[/e] I've been working with several high-poly models (also pretty big texture sizes) and was wondering what kind of software (aside from my artistic skills) would be considered 'good' to reduce the polycount while maintaining a workable mesh shape because the tools that come with Softimage XSI seem to remove far too many polys and leav
Hmm k thanks for the info so far though, if anyone else has any information I'd really appreciate it. and yep it's for rebellion...I've been working on a ton of models and imported them successfully but it just seems the warp point is all over the place :(
hmm, no I meant the phase field that is generated in front of every ship before it jumps to phase space....unless that 'point' is located at ability-0 by default?
also, how do we move the point or 'hardpoint' where a ship spawns the 'warpfield' to jump to phasespace etc? for certain models I'm working on in my mod the warpfield generator is in the middle of the ship instead of in front of it? I feel like this is a very basic issue but I can't seem to find any info on moving the point? is it tied to P001-Ability-0? or something else entirely?
Awesome...this solves my issues...thanks myfist0!
nevermind :) abit of reading and going over my steps revealed I had made a mistake connecting my UV map/tangent properly in Softimage lol...Posted my finished import of a Eve Online model I had working in Diplomacy 1.34 in Rebellion... [URL=http://imgur.com/821mj][IMG]http://i.imgur.com/821mj.jpg[/IMG][/URL]
Hey guys, I've been doing some rebellion modding and things have gone rather smoothly so far, except I seem to have made a misstep or forgotten to do something in XSI because I imported a model I've imported and tweaked from another game (you'll know when ya see it) and I'm sure it looked great back in Diplomacy 1.34, so either I've forgotten some step or made a mistake or Rebellion has new shader/texturing options I don't know about? heres the pics
I have been experiencing this issue aswell....It'd be nice to hear from someone in the modding community if they know anything on this issue :)
just to confirm, the entity files and mesh files are uncovertable right now correct? because I've been trying to convert them using a number of ways to no success?
thanks mate, I've switched to XSI with amazing results :) including being able to import turret models with their textures and UV maps :) then export as xsi and convert to .mesh lol works like a charm now
not to annoy anyone, but I'd really appreciate any advice...I've fixed almost all of my issues except I can't export the ship from 3ds max9 to a .mesh because of the exporter tools limitations when it has multiple diffuse textures on it :( does anyone know a work around this? aside from having to work with the xsi software since I'd really prefer to work in 3ds max... thanks!
@lavo-2 yes, I have the -cll.dds setup with an Alpha-1 channel...it's all black aside from a few (very few) white areas for the team colors to appear :( isn't this the correct way of doing it ? or should I experiment and make it all black?
thanks to trial and error I'm able to import the models succesfully into the game and dummybox the meshes etc, I'd added the -cl,-nm, and -da textures aswell and the model is reflective etc....basically I believe I have my import process worked out....except that I've encountered an issue with the team colors making the model entirely THAT color ie-> blue team color -> ingame options -> team colors ON= ship all blue...everything works wonderfully aside from this hiccup no
As a result of the research I've been doing I believe, since my textures apply themselves correctly, that the model 'missing parts' is actually the issue of "backfaced" or not normalized polygons...ie they are facing the opposite direction than the rest of the polygon.(in this case outward) I've solved it in the rendering process of 3ds max9...but this doesn't help the exported .mesh file which is used by SOASE, any advice from 3dsmax users?
I'm aware of that, I've been following it for awhile now, but I'm also interested in doing some modeling myself and aswell have been working on modifying the game for this purpose before I discovered their mod. I'd appreciate any advice on the process they've used to import the models/meshes etc I'm not trying to compete with anyone, I"m trying to learn how to mod SOASE, and EVE is my preferred sci-fi setting. I'd appreciate any constructive advice, especially on t