Search found 44 matches
- Tue Jul 13, 2010 4:31 pm
- Forum: General Chat
- Topic: Staying on focus...
- Replies: 1
- Views: 5225
Staying on focus...
The first game i modded for was armada. Then i found Star wars battlefront 2 and wanted to try that too. Then i found Star Trek Bridge commander that i wanted to try too. Now recently someone has showed me garrys mod which i gant wait getting my hands on and make stuff for. Top of that theres a pile...
- Mon Jul 12, 2010 1:59 am
- Forum: General Modding
- Topic: Request for help with making a fighter
- Replies: 2
- Views: 1381
- Mon Jul 05, 2010 4:37 am
- Forum: 3DS MAX, Light Wave, Milk Shape, Paintshop Pro and Photoshop
- Topic: 3d max problem
- Replies: 0
- Views: 2962
3d max problem
I have been following the texturing guide in wbbom using one of my models instead. I have arrive at the step where i apply an uvw unwrap modifier and edits that. For some reason my texture does not appear when i click on the edit button. The coordinate editor appears along with the mesh, i can move ...
- Sat Jul 03, 2010 8:39 am
- Forum: 3DS MAX, Light Wave, Milk Shape, Paintshop Pro and Photoshop
- Topic: Doesnt the max exporter support importing?
- Replies: 3
- Views: 2388
- Sat Jul 03, 2010 8:30 am
- Forum: 3DS MAX, Light Wave, Milk Shape, Paintshop Pro and Photoshop
- Topic: Getting a model from MS3D to 3D max while preserving nodes
- Replies: 2
- Views: 1766
- Fri Jul 02, 2010 2:14 pm
- Forum: 3DS MAX, Light Wave, Milk Shape, Paintshop Pro and Photoshop
- Topic: Getting a model from MS3D to 3D max while preserving nodes
- Replies: 2
- Views: 1766
Getting a model from MS3D to 3D max while preserving nodes
I recently acquired 3d max 5 and intend to retool to that instead of milkshape. Now, i dont feel like redoing the node hierarchies for my models, so i wonder if there is a file format that i can export to in milkshape that includes the joints and is imported correctly into max.
- Fri Jul 02, 2010 11:29 am
- Forum: 3DS MAX, Light Wave, Milk Shape, Paintshop Pro and Photoshop
- Topic: Doesnt the max exporter support importing?
- Replies: 3
- Views: 2388
Doesnt the max exporter support importing?
I just got the sod exporter for 3d max and found that there was no sod entry under import. Have i done something wrong? It is the exporter for max 4 and i have max 5.
- Fri Jul 02, 2010 10:55 am
- Forum: Star Trek Games
- Topic: HELP Armada II, kmining Station Problem, Back-up 1 crashes 2
- Replies: 47
- Views: 14087
Well, since its this screwed up i recommend a clean install. This sort of behaviour COULD occur due to some really weird incompatibility between different mods (happens when you have many mods). It could be something you did wrong when you installed this mod, or something earlier that for some reaso...
- Wed Jun 30, 2010 1:33 pm
- Forum: Star Trek Games
- Topic: HELP Armada II, kmining Station Problem, Back-up 1 crashes 2
- Replies: 47
- Views: 14087
- Mon Jun 21, 2010 7:23 am
- Forum: 3DS MAX, Light Wave, Milk Shape, Paintshop Pro and Photoshop
- Topic: Blender to Armada
- Replies: 1
- Views: 1859
Blender to Armada
Have anyone successfully exported a model originally made in blender to armada? I have tried exporting as .obj, import to ms3d, set up node hierarchy, groups and textures and then export to .sod but its sod of in the storm 3d viewer. Is there any other technique that anyone has tried and works?
- Mon Jun 21, 2010 6:54 am
- Forum: General Modding
- Topic: bay door animation for construction ships
- Replies: 7
- Views: 1917
- Tue Jun 15, 2010 6:31 am
- Forum: General Modding
- Topic: Babylon 5 Armada 2. Help!
- Replies: 1
- Views: 1154
- Sat Jun 12, 2010 7:23 am
- Forum: General Modding
- Topic: Mesh problem
- Replies: 1
- Views: 1129
Undo? If thats too late then no, i dont know an easy way. Hide as much of the rest of the mesh as possible so that you dont accidentally select other faces and try to select the right faces and put them into new groups, one by one. If they are facing different directions then you can just use ignore...
- Sat Jun 12, 2010 7:16 am
- Forum: General Modding
- Topic: Quick Armor Tutorial
- Replies: 1
- Views: 1275
Textures: Well im not very good with textures, but if you have a high-res texture then you could quite possibly do it. Just try to paint something that looks convincing. Modelling: Select the faces you want to put armour on. If you want, you can move vertexes around a bit. Select the faces on which ...
- Sat Jun 12, 2010 7:09 am
- Forum: General Modding
- Topic: Officer Pod In Armada 1
- Replies: 2
- Views: 1306
Armada 1 has some errors that doesnt affect the game, but you will doubtless encounter as a modder, like the weapon colour variable that doesnt work. My guess is that from the beginning the officers quarters were supposed to be destroyable pods like the research pods, but they decided to remove it, ...