orbitalmirage

orbitalmirage

Joined Member # 4532492
2 Posts 6 Replies 507 Reputation

A friends been helping me identify the problem, and its not related to improper textures or textures linking to the mesh, as using XSI instead of the max script resulted in textures auctually appearing. So it seems Im either doing something wrong when preping the model in max for export, or the plugin itself just dosnt work. Ive tried both v2.0a and v1.1 of the plugin and both result in the ship being pitchblack. Heres a screen of the ship just before I export it, illui

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If you want, I can convert your guys ships in the future? Youve all been pretty helpful, would be the leat I can do. Would jus need to make sure there setup correctly.

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Managed to get the desired effect on the point by selecting local from view, but what you guys have reccomended is just as helpful, really getting the hang of max now. Alrigth so all the P001 stuff is simply padding for convertxsi, intresting.. Yeah loads of other people have said the 3ds plugin can take up to 10 hours, but for my model it only took a minute an now its ingame, but just without proper textures (which is confusing as Im certain I linked em up correctly). </p

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Alright guys, recently managed to get one of my ships ingame after following this tutorial that cuts out XSI from the whole process of getting your model ingame. The results were pretty awesome, the ships ingame, right size, flys in the right direction, and is hardpointed correctly. Its upsaide down, which is easy to fix, but biggest issue is that the ship is jetblack.

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Yeah most of the modders I know use XSI instead, but Im more comfterble with 3ds, and the process for adding textures and hardpoints seems much simpler in 3ds, no convoluted texture linking, and phong is simply created by selecting it from a dropdown. Tangent is still in question, the 3ds plugin converts to .mesh an this video tutorial didnt mention the tangent for the 3ds process so no worries I guse. That aside my last real issue is knowing the true rot

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And there it is, nice one man. Alright, so Ive gone ahead and named Missiles: P001-Weapon-1 P002-Weapon-1 P003-Weapon-1 P004-Weapon-1 P005-Weapon-1 P006-Weapon-1 Cannons: P001-Weapon-0 P002-Weapon-0 Lasers: P001-Weapon-3 P002-Weapon-3 Lookin good? [edit] Hey man, new problem. When rotating the

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On the hardpoints section of the weebly it states they need to be named P001-Weapon-0 P001-Weapon-1 P001-Weapon-2 Whats the P001 stand for? Also, how do I designate different weapons? The ship has 3 weapons, missiles, cannon and lasers, would missiles be P001, cannon P002 and lasers P003?

12 Replies 26,183 Views