• 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.

[Help] Hardpoint Map Issue

Majestic

Administrator
Staff member
Administrator
Seraphim Build Team
Joined
17 Apr 2006
Messages
18,367
Age
39
I have been having issues creating a new hardpoint template. I wanted to make one from scratch that had everything I needed and that I could delete what I didn't want with each model I merge it into.

However after numerous attempts I have failed and unable to find any problems with it. I may have overlooked something so if anyone wishes to take a look at it I would be most grateful. I was following MAP's sod tutorial as well but with no luck.

Each time I export it with a model I get the lovely white error box. I tried with several different models. The second HP map I even copied from the old one that words and still it didn't work.

Any help would be appreicated.
 

Attachments

  • _hardpointmap.ms3d
    10.9 KB · Views: 4
  • _hardpointmap_v2.ms3d
    5.9 KB · Views: 2

Amateur

Waiting for Godot
Joined
29 May 2006
Messages
755
Age
34
I'm by no means an expert, but what is 'h_geometry' for?

I use the Assimsoft hardpointer tool which doesn't create one of them (and it names 'h_Scene Root' just 'h_root') but aside from that I see no difference.
 

Atlantis

Master Chief Petty Officer of Starfleet
Joined
1 May 2006
Messages
518
The h_geometry is just a root that you attach h_lod1, h_lod2, h_lod3, etc to, then you attach your meshes to them to get LODs.

I use a template maxscript to do my hardpointing:

("..." = "geometry, emitters, and sprites attached show up")

Code:
h_root
|-h_damage
| |-h_borg (...when borg assimilate the ship)
| |-h_crew (...when crew is in "red" level)
| |-h_life (...when life support is down/disabled)
| |-h_engines (...when engines are down/disabled)
| |-h_sensors (...when sensors are down/disabled)
| |-h_shields (...when shields are down/disabled)
| |-h_target (i don't know)
|
|-h_geometry
| |-h_lod1
| |-h_lod2
| |-h_lod3 etc (for your LODs, evidently)
|
|-h_hardpoints
| |-h_hp01
| |-h_hp02
| |-h_hp03 etc (come on, you know what these are)
|
|-h_lights (i don't know)
 

Starfox1701

Master of the Arwing
Warrant Officer
Joined
29 Jan 2008
Messages
2,561
Age
48
WTF I'm lost tried everything I know and no luck making them work:shock: Sorry man I got nothing
 

USS_Excalibur

The Starfleet that's anything but human.
Joined
10 Sep 2010
Messages
272
Age
30
You would need to make sure that the hardpoints are integrated into the structure of the new model. There also needs to follow the template above. Simple explanation to go further.

"Scene Root" needs to be the primary parent node (of all hardpoints and nodes!), also it has to be placed where you want the center of orientation for your model to be. (Basically, if you were to rotate the model, the Scene Root will act as the point you rotate it on as well as the center focus on tactical/screenshot view)

"Root" would be the mother hardpoint. Your hardpoints, emmiter nodes, and sprite nodes will all fall under this.

"Geometry" would act as the mother for texture reference nodes, geometric construction nodes, and possibly (I am not certain on this part) animation nodes. It must fall under scene root, but not necessarily root as well.

"Hardpoint" is self explanatory. "Lights" is used for strobe lights, FO warp glows, and other knickknacks that are only active if the ship is. "Damage" and the nodes under it are for emitters and sprites that appear to its corresponding damage type. The "Target" is to produce points that would be preferred by the game engine to target for dealing damage. Some say that sprite or emitter nodes directly under the "Damage" node may appear after certain amount of hull damage, however this is unconfirmed as I have not seen any with such a daring configuration.
 

Ryderstorm

Fight to live, Live to die
Joined
14 Sep 2009
Messages
221
I doubt it matters but why do u have h_nulls in for? I never really have seen null points in a sod setup before. I feel bad for you cuz that template looks like it took awhile to make. I cant really find any problems with it. Oh wait..I see what you were using the nulls for....did you clear those out though when u exported? I think it might be related to emmiters somehow but I really doubt it. I do know that once you start deleting certain thing out of the node tree it can mess things up.....:cry: :confused:

Oh and why in V2 did you put h_root below h_scene root? I dont think you even need h_root.
 
Last edited:

Majestic

Administrator
Staff member
Administrator
Seraphim Build Team
Joined
17 Apr 2006
Messages
18,367
Age
39
The h_geometry is just a root that you attach h_lod1, h_lod2, h_lod3, etc to, then you attach your meshes to them to get LODs.

I use a template maxscript to do my hardpointing:

("..." = "geometry, emitters, and sprites attached show up")

Code:
h_root
|-h_damage
| |-h_borg (...when borg assimilate the ship)
| |-h_crew (...when crew is in "red" level)
| |-h_life (...when life support is down/disabled)
| |-h_engines (...when engines are down/disabled)
| |-h_sensors (...when sensors are down/disabled)
| |-h_shields (...when shields are down/disabled)
| |-h_target (i don't know)
|
|-h_geometry
| |-h_lod1
| |-h_lod2
| |-h_lod3 etc (for your LODs, evidently)
|
|-h_hardpoints
| |-h_hp01
| |-h_hp02
| |-h_hp03 etc (come on, you know what these are)
|
|-h_lights (i don't know)

That is how I set mine up, though I called it scene root rather than just root. I may give this a go and see. I am also considering installing an older version of MS3D in-case the new 1.8.4 is the issue.

But I will certainly be giving this another try down the track. :)
 
Top