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Post by TheHalfMonte on Jul 23, 2008 21:51:40 GMT -5
. . .that I'm going to keep as concise as possible. How would I go about re-hardpointing a model? I have a few that I'd like to work on for the sake of accuracy. Or rather relative accuracy. . .
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Post by Atrahasis on Jul 23, 2008 21:53:19 GMT -5
Use milkshape with the MOD plug-in.
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Post by StressPuppy on Jul 24, 2008 3:20:01 GMT -5
The only stupid question is the one that is NOT asked.
You can use MS3d or 3dsmax 4 or 5 with the SFC import/export plugins. The dummy object are just vertices's or points flagged as "dummys". The position of the vertice normal determines the direction the weapon fires from iirc (correct me if i am wrong its been a while).
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Post by TheHalfMonte on Jul 24, 2008 9:33:03 GMT -5
I've pulled a trial version of the program and have found the plug-ins. However, my intuition has run out of steam beyond importing the model for editing. I honestly haven't a clue what to do next.
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Post by Johanobesus on Jul 24, 2008 15:46:23 GMT -5
In Milkshape hardpoints and damage points are represented by objects called joints. These are the blue circles with crosses in them. On the upper left of the screen are four tabs, Models, Groups, Materials, and Joints. The Joints tab has three sections: a window listing the joints, a box with five buttons and a little window showing which joint is selected, and the "Show Skeleton" check box – make sure that last is checked. To move hardpoints, go back to the Models tab and click the "Move" button. Go back to the Joints tab and select a hardpoint from the list. That one will turn red in the central windows. Just use the cursor to drag it to where ever you want it. You may also select a hardpoint from the Model tab by clicking "Select"-"Joint", then clicking on the joint you want, or dragging a box around it. Unless you want to select more than one joint at a time, it's easier to select them from the list in the Joints tab. Otherwise you will have to switch back and forth from the "Select" and "Move" buttons over and over.
To add hardpoints, go to the Model tab and select the "Joints" button. Then just click anywhere in the main window. Be sure to deselect the "Joints" button after adding each joint. Since they are technically joints, the program wants to create a series of joints connected by lines. Once the joint is placed, go back to the Joints tab. Make sure the new joint is selected (it will be named Joint1),type in a new name in the little window, and click "Rename".
When you are satisfied export the model (the "Save" command will save it in the *ms3d format, not the *mod format the game needs). Milkshape is not a very stable program, so make sure you save often.
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Post by TheHalfMonte on Jul 26, 2008 19:17:46 GMT -5
Thank you all very, very much. Now if you'll excuse me, I'll be getting back to removing engine-mounted disruptor hardpoints from some of my TMP Klingon collection. . . ;D
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