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-   -   SE:V Shipset Questions (http://forum.shrapnelgames.com/showthread.php?t=29900)

Jarena August 26th, 2006 10:13 PM

Re: SE:V Shipset Questions
 
Another question-
When exporting to .x format in 3DS Max 8 (using panda's .x plugin) I get a .x export, but in a very different format from the neatly ordered text files of Starfury. As a result (I believe) the Starfury demo won't load my ships. Any idea what might be going on?

Phoenix-D August 26th, 2006 10:16 PM

Re: SE:V Shipset Questions
 
X has a couple different formats- one is Binary, one text, one compressed IIRC.

Check to be sure you're using non-compressed; that might be the issue.

Also, if I remember right the starfury demo disallows most modding. You have to replace the existing Terran Destroyer with your own ship.

Noble713 August 27th, 2006 03:34 AM

Re: SE:V Shipset Questions
 
Quote:

Jarena said:
Another question-
When exporting to .x format in 3DS Max 8 (using panda's .x plugin) I get a .x export, but in a very different format from the neatly ordered text files of Starfury. As a result (I believe) the Starfury demo won't load my ships. Any idea what might be going on?

I had problems with the Panda plugin in Max 6 at first. The settings I used were:

Text format, only Normal and UV boxes checked, XYZ scaling of 6.

Don't worry about the jumbled format of the file, it will still load. Most of the problems I had trying to load things into the demo were caused by the changes I made to the other files (like the one that specifies where the hardpoints are). What ship are you trying to replace, the Terran Destroyer? Does it crash the game when you start a new campaign and try to select a ship?

henk brouwer August 27th, 2006 06:31 PM

Re: SE:V Shipset Questions
 
Quote:

Jarena said:
Another question-
When exporting to .x format in 3DS Max 8 (using panda's .x plugin) I get a .x export, but in a very different format from the neatly ordered text files of Starfury. As a result (I believe) the Starfury demo won't load my ships. Any idea what might be going on?

Does starfury give you an error, or does the ship model simply not show up? If that's the case you might just have made the scale of your ship too small (by a factor of 1000 or so) Quite a few people, myself included, have been fooled by that. So check your game of starfury for any suspect pixel sized ships and try to rescale them. I hope that helps..

Jarena August 29th, 2006 08:32 PM

Re: SE:V Shipset Questions
 
Some good news:
I got the ship to work in SF, although inconsistently.
SF will load the ship in the ship select screen without complaint, everything looks good.
It'll load the model in-game, too, but not without an error box that reads "Error loading file: [texture pathname]" - but it'll load the texture just fine anyway.
Occasionally I'll get a error message after loading that reads "Steam read error" and the game will freeze completely.

All that aside, if anyone has my setup, these are the settings I used:
3D Studio Max 8
Pandasoft's DirectX Exporter ver. 4.8.63.0
File > Export Selected
[3DS Max Objects] - Mesh Definition, Materials, Inline, Optimiz mesh = normal, Geometric, Mesh Normals, Mapping Coordinates
[Textures & .fx Files] Convert texture Map, Use full pathname, White diffuse override (texture), Format = Bitmap, Overwrite = Do not overwrite
[X File Settings] - DX File Type = Text, DX Frame = Sub frame hierarcy

This is just a test ship I threw together to figure things out (and teach myself to UV Map) the texture file is pretty large (maybe that explains my texture error?) but it still runs.

http://img.photobucket.com/albums/v2...051/SFTest.jpg
(The ship is banking towards the viewer, kind of hard to tell I think.)

henk brouwer August 30th, 2006 12:49 PM

Re: SE:V Shipset Questions
 
Very nice and interesting ship design http://forum.shrapnelgames.com/images/smilies/happy.gif

I'm afraid I can't help with the errors.. I'm using blender myself which does not seem to have all those fancy export options so I'm clueless as to what the problem might be.

I do remember hearing that size of textures and number of polygons should not be a problem for the game engine, it would just slow down the game, but it wouldn't produce errors.
(David gervais once said he had a model of 30.000 polygons he got of the internet which worked fine in starfury)


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