• Hello and welcome to MSFC. We are a small and close knitted community who specialises in modding the game Star Trek Armada 2 and the Fleet Operations modification, however we have an open field for discussing a number of topics including movies, real life events and everything in-between.

    Being such a close community, we do have some restrictions, including all users required to be registered before being able to post as well as all members requiring to have participated in the community for sometime before being able to download our modding files to name the main ones. This is done for both the protection of our members and to encourage new members to get involved with the community. We also require all new registrations to first be authorised by an Administrator and to also have an active and confirmed email account.

    We have a policy of fairness and a non harassment environment, with the staff quick to act on the rare occasion of when this policy is breached. Feel free to register and join our community.

A little help please?

M

Mukavich

Deleted Due to Inactivity
Former MSFC Member
yeah. so i managed to create a fiarly decent mesh, and managed to get it all hardpointed. But when i go in to add the emitters for plasma and stuff, the SOD bugs up, can anyone tell me what i am doing wrong, or perhaps give me better instructions on how to add them (the emitters?) Also, how do i get the Texture to show up on the Sod model after it has been exported? it shows up fine in milkshape, but not in the viewer. Thanks.
 

Avon

The older I get, the more I forget
Joined
28 Dec 2006
Messages
491
Which viewer are you using to view it?
The sod viewer should load the textures automatically, but with CV you have to asign the textures to the model manually, if I remember correctly.
Also remember to put your textures into your RGB folder. So many times I forget to do that when testing a model:rolleyes:
 

Syf

Lost Finder
Star Fighter
Joined
21 Apr 2006
Messages
7,129
Age
49
The emitters must be attached to the proper "h_" node. If your adding them wrong, then that would cause a problem. Also, when your moving around the emitters, make sure you do not move any of the central nodes like geometry, Hardpoints, etc. This will wreak the file, and you'll have to remove the entire hiearchy and start all over.

Also, what method are you using? The Cheat method or the traditional "from scratch?

As far as the Texture... Are you placing a copy of the texture in the Texture/RGB folder? Also, is the Texture "Squared" in a 2x multiplyer format (128x128, 256x256, or 512x512). And lastly, Is the Texture an Uncompressed TGA format file?
 
M

Mukavich

Deleted Due to Inactivity
Former MSFC Member
well, define "cheating" I have it all set, and they are definitely all on h_engines under h_damage like it's supposed to be... as for the textures, i think i forgot to put them in the rgb folder... whoops. :p
 

Syf

Lost Finder
Star Fighter
Joined
21 Apr 2006
Messages
7,129
Age
49
Cheating is using the cheat method tutorial I made some time ago. It's here on the forums in the tutorial section. It's a simple method that allows people to bypass the hassles of creating a hierarchy from scratch. The main reason I made the tutorial was people often have problems creating a proper functioning hierarchy from scratch.
 

Avon

The older I get, the more I forget
Joined
28 Dec 2006
Messages
491
Yeah I always cheat with joints. I stumbled across the idea by accident a couple of years ago, and always do it now. So much less hassle.......and I'm a lazy bum:sleep:
 
Top