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[Help] BC to FO Conversions

Lord_Trekie

Bah Humbug!
Joined
1 Oct 2006
Messages
1,876
So this is for a personal FO mod, but I'm working on converting a small number of ships as special warp-in units, namely, the Century, Legacy, Vesta, and Argonaut.

First I'm doing the Legacy, it's in game, had it's files working, it warped in and blah blah blah all like it's supposed to. But the gorram thing is see through. I have the model set up exactly like the FO Sovereign is, both have alpha channeled textures, which use the !phong and !noalpha settings on the mesh, yet the Sovereign appears correctly, and the Legacy does not. I can't provide pics because in an effort to fix that problem I've broken it further, but if necessary I'll start it over and do so...

Any help would be great.
 

Amateur

Waiting for Godot
Joined
29 May 2006
Messages
755
Age
34
Did you use MS3D to export? If so, make sure you selected A2 .SOD in the export dialogue; otherwise you'll have the A1 format that automatically makes the alphas transparent.

Done that myself a fair few times :lol:.
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
In my copy of ms3d, every time I load an sod and then export, somehow the materials get set to !noalpha. I would just say to double check it before you export it again.:sweat:

my $0.02
 

Lord_Trekie

Bah Humbug!
Joined
1 Oct 2006
Messages
1,876
But it's supposed to be !noalpha anyway, so what would that do? :confused:

Or are you saying it gets added on import too when it's not really actually there?
 

Amateur

Waiting for Godot
Joined
29 May 2006
Messages
755
Age
34
From what I know, the !noalpha tag stops lightmaps from being shown; and may be the issue you're having.

Try naming the materials

!phong_name_!default

That's how I export, and aside from the aforementioned A1/A2 Sod export I've njot had a model show up invisible.
 

Lord_Trekie

Bah Humbug!
Joined
1 Oct 2006
Messages
1,876
Hmm, well I redid the model/odf's etc... and used !alpha instead of !noalpha, which one would think would have caused the initial problem, but now it works lol. Thanks Amateur and Adm_Z
 

K_merse

Star Trek: Evolution
Joined
22 Feb 2008
Messages
438
I made two Century releases a few years ago, so you don't hav eto bother with that, feel free to use any of them in your mod. I also have a half-done Vesta Class for EWvolution, but it still needs some work.
A nice Legacy for Armada II would be great indeed :)
 
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