Need Tutorial für Hardpoints with 3DsMax

Hello Everyone,

 

i'm working on a little Mod Projekt and design Models with 3dSMax.

 

Here a little impression what i made ;) :

 

 

But i have a Problem with the hardppoints. Weapons don't fire, Fighters don't start from the hangars ect. ect.

 

Is there a tutorial for creating these Points with 3ds Max?

 

 

8,669 views 17 replies
Reply #1 Top

In 3ds max null points are called dummy points. Simply name the dummy points as they should apear in the mesh file like Center.

Reply #2 Top

Wow, these models look good, however i have no experience with 3ds Max or any kind of modding so i cant help you... But these models are very good!

Reply #3 Top

Try double checking the spelling.

I havn't used 3Dsmax, But I know from teh XSI mod tool that the spelling is VERY sensitive.

 

One thing you can do, is After placing the hardpoints and converting to .mesh format. Leave the .mesh in text, open it up in a text editor, then change the hardpoint names by hand.

It is pretty obvious how the mesh file is set up, I'm sure you'll figure it out.

It is obvious that english is not your first langege, so spelling correctly will be especialy difficult for you. (I Only know english, and I can still barley spell correctly). I sugest you double check the spelling (against the modding documentation) a couple times.

Just my sugestions, hope they help!

Also, those are NICE looking models.

Reply #4 Top

Thank you very much :)

 

How can i put the mesh Format into a Text Format?

Reply #5 Top

You would have to use the converter .exe that converts between binary and text.

 

On a side note Im working on a replacement for the sins max tool someone made atm, it currently exports in text and binary - wish I could finish it faster. -_-

Reply #7 Top

after converting XSI to mesh, mesh files are automaticly in text, unless you specificly convert them to binary.

Reply #8 Top

Ahh i don't get it...

 

http://rapidshare.com/files/311658194/CapitalShip_TechColony.mesh.html

 

This is my Model... and some Hardpoints don't work...

 

The Hangars don't spawn Fighters und the left Site of the top Maingun-Batteries and a few other do'nt fire . :(

 

What is my fault? There are the right Names, they linked to the model but they dont work :(

 

I put the model directly into my SoSE folder, i don't use Mod folder at the moment. The Codes are the orginal from the game.

 

Please help me :(

 

Reply #9 Top

As explained in that tutorial, if they are not oriented properly they will not work.

Reply #10 Top

Ok, guys i got it worked.

 

i reinstalled my full Sins of Solar Empire and deletet all mod files.

 

Then i reinstalled the game make a new Mod Folder put the models and textures in there and now it works, the fioghter start from the hangars and land there. perfekt :D

 

But a new problem, the models are glowing in the teamcolour. That don't look good. :D

 

Is there a damage in the Texture, or must i install the Updates (actual no updates and Entrenchment on SoSE) and the models looks normal again?

Reply #11 Top

That will happen if the alpha channel in the diffuse map is white instead of black.

Reply #12 Top

Yes, some of the updates flip the textures around.

So installing the updates should help.

Reply #13 Top

Thank you very much, now everything goes fine. :D

 

But i have one Last Question?

 

on the Battlestar Galactica, i had Weapons on the top which should fire in the maximum 360° Range.

 

But i also hat Weapons on the Front from the same Typ which shoult fire only 90° to the front and Weapons on the side which only should fire at 180° Where in the Mode i can define this?

 

 

Reply #14 Top

The points will only fire in one 90 deg arc, depending on which way they're facing. If you want a gun to fire 360 deg you need to define four points with the same name all facing different directions and add damage to FRONT, BACK, LEFT, AND RIGHT in the entity file.

Reply #15 Top

Thank you :) how can id do that in that entity file?

Reply #16 Top

    DamagePerBank:FRONT 20.000000
    DamagePerBank:BACK 10.000000
    DamagePerBank:LEFT 30.000000
    DamagePerBank:RIGHT 30.00000

For example, if that weapon has four nulls facing each side. The engine will assign these semi-coherently: if, say, your third weapon (nulls named Weapon-2) don't have FRONT damage and your nulls are pointed toward the front, it'll say it couldn't fit it into any weapon banks.

Reply #17 Top

Thank you, now it all works perfektly.

 

Thank you very much. :)