Posts by HCl

    To fix the disappearing ship on takeoff, try changing LODranges to just 0, 999999 as just having the two entries should tell FL that the model only has one LOD. Also, animations are planned for future versions of the plugin, i just want to get SUR files documented first <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Mario

    Also, and because i forgot to mention this before: if you are experiencing the same string error mentioned by CoreDump and KillerMatrix earlier in this thread, which seems to be a rare occurrence from the feedback i get, you´re encouraged to download <A href=´http://www.wcrevival.de/hcl/test/utf_editor_101.zip´ Target=_Blank>this version</a> (there will be another version of the UTF editor soon, so no point on uploading this quick fix to a permanent location) Mario

    Stranger: You´ll be glad to know that some of the features you mentioned are planned for a future version of the UTF editor <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> I´ll get to work on it after i get work done on SUR files. Hole in Head: Export the MIPS data into a DDS file, and use NVidia´s DDS plugin to edit it. This has been mentioned several times in the forum, btw.

    Yeah, trying to export a model without materials is most likely what´s making the plugin crash (the exception is, of course, the triangles that make hardpoint meshes, these don´t need textures). If the problem presists however, e-mail me the ms3d file, and i´ll try to take a quick look at it. Mario Edited by - HCl on 09-04-2003 19:13:16

    I´m not able to reproduce the problem you´re having here, so i´ll upload a new version of the UTF Editor for you to test. I´ll be sending an e-mail.

    I believe i pinpointed the point of the code where things are going wrong, i´m just trying to understand why you have this problem when myself and other people who´ve been testing the editor haven´t encountered this problem... this is very strange <img src=smilies/icon_smile_dead.gif width=15 height=15 border=0 align=middle> I will post something on this thread later today tho.

    Looks good <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Makes me remember of the X-302 from StarGate SG1

    Hmm no it´s definitely not normal behavior.. Can´t think of a cause for that either. Which version of the UTF editor are you using? (the one with MFC included or the one without)? Also, please send me the MAT you´re working on, so i can take a look.

    Well, the things i can think of that may have gone wrong is that you probably mistyped something on the MAT. Don´t forget that materials must have the same name both on Milkshape and on the MAT.

    Rapid, the collision problem is probably due to the lack of a .sur file (which define collision surfaces). I´m researching .sur files right now, but until we can create our own you can try to use an already existing one, it may be acceptable as a temporary measure. Great work on your TIE models! <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Mario

    I´m glad the plugin is being useful <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>LOD´s should be possible, you need to make multiple cmp files (one for each LOD), and then export the vmesh data to seperate files and import them all into the final cmp <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Exactly RE, that´s the only way to do it at the moment (i haven´t figured out a good way to handle LODs in the plugin yet) My research on .sur files is underway.. I think i´m beginning to pick patterns on the files, although i don´t really understand it yet. I hope to document it in time tho <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Just to be sure i´m not doing redundant work: anyone working on documenting .sur files? Btw, i´ll probably get .sur files worked on before i come up with a new version of the Milkshape exporter, since good collision handling is far more important than adding destroyable ship components or ship animations (IMHO at least, let me know if you disagree). I´ll keep you informed of my progress <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Mario

    I finally uploaded the plugin, and made a thread for plugin difficulties and feedback <A href=´http://lancersreactor.org/t/forum/topic.asp?topic_id=12383&amp;forum_id=18&amp;Topic_Title=Milkshape+CMP+exporter+uploaded&amp;forum_title=Freelancer+Editing+Forum&amp;cat_title=&amp;M=False´ Target=_Blank>here</a>. This is a first version, so some features aren´t supported (animations, for example), but it´ll improve with time. I hope it´ll be useful <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Haven´t looked into planets yet btw, so i have no idea regarding planet modelling..

    I´m not sure if i understand your question. Am i correct to assume that you use another 3D modeller other than Milkshape? If so, i have uploaded a file format description of VMesh <A href=´http://lancersreactor.org/t/editing/features/details.asp?id=8´ Target=_Blank>here</a>, eventually other programmers will be able to create other plugins / converters for other modellers and file formats (i´m not able to work on plugins for other modelling programs). I´ll be maintaining the Milkshape plugin and start researching the .sur format (which defines collision surfaces for ships, and we know nothing about, as far as i´m aware <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle> )

    FrikaC: Thanks for your insights, i´ll be updating the specs with that information, as it may be useful <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> TFK: Not sure i know what you mean... Mind rephrasing that a bit?

    I´m finishing a document describing the VMesh format for upload tonight, should be ready in a hour or so. In case you´re curious tho, here´s the information i have on mesh chunks, taken from the document i´m writing: mesh { dword materialID word start_vertex word end_vertex word number_of_referenced_vertices (as before, number_of_triangles * 3) word unknown (always 0xcc, may be a padding value, for dword allignment) } = 12 bytes (edit) corrected a small mistake Mario Edited by - HCl on 30-03-2003 23:10:27

    Well, i´m finishing an exporter for Milkshape, not a converter for the Milkshape format, so you´ll have to have it installed. Still i´ll be sharing what i have discovered regarding VMesh, so everyone who´s willing will be able to work on their converter / plugin implementation for various formats <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>

    In case you´re curious btw, RubberEagle, GAG and CapnEisen have been beta testing my Milkshape CMP exporter plugin. No serious issues seem to have been found, so a first version will be released this weekend (meaning, either this night or tomorrow), along with VMesh documentation <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Mario PS: Great work on your T-Bolt, RubberEagle!