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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? |
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. |
Re: SE:V Shipset Questions
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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? |
Re: SE:V Shipset Questions
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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.) |
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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