modelling help

Discussion area for user-created Allegiance models, textures, voicechats, music, and other ingame content.
Post Reply
raingriffin
Posts: 145
Joined: Wed Jul 01, 2009 12:23 pm
Location: Italy

Post by raingriffin »

Hey guys, i've finished modelling a ship and i wanted to pass it to milk to export into MDL... the only problem being...

I model using Blender, and its 3ds exporting script is bugged so it doesn't work (creates unreadable files). i tried Xsi but milk crashes when it tries to load it.
I tried LWO but milk says he can't import LWOs from versions 6.5x... did any of you model using blender and how the hell were you able to export it so you could use it in milk???

Need a bit of help there... or i won't be able to try it out... a pain since it took me days to complete it...
-sing- Just always look on the bright side of life -whistle, bow to monty python's Life of Brian-

Image
Adaven
Posts: 1959
Joined: Sat Oct 25, 2003 7:00 am
Location: Greater Ozarks

Post by Adaven »

.obj's?

post the file, and I'll see what I can do.

Also ask MadP/Compellor about making a .mdl using the original dev tools and skipping milkshape altogether.
raingriffin
Posts: 145
Joined: Wed Jul 01, 2009 12:23 pm
Location: Italy

Post by raingriffin »

as long as is possible i'd love skipping milk... tho i want to know, are milkshape joints blender's armatures? Also, i noticed whenever i export the name of my object (s) doesn't get saved, which is a problem, overall, since the model should keep the original names to identify the cvh...
-sing- Just always look on the bright side of life -whistle, bow to monty python's Life of Brian-

Image
Compellor
Posts: 994
Joined: Fri Jul 06, 2007 12:56 am
Location: Columbus, OH

Post by Compellor »

There were some problems I never solved with the dev tools. You can create models that work ingame, but the texture and model become one file, so you can't use text mdl's to have alternate textures, or png textures - I can't remember if there were other issues with it. Also, while the dev tools will create a hitbox for you, it doesn't always do a good job, and you have to specify the location of lights, gunmounts, etc. with cubes or pyramids. The process is supposed to remove the geometry, but sometimes it doesn't work, so you end up with pyramids where the blinking lights should be. The Rix expansion (ss97) is an excellent example of multiple things going wrong - someone really needs to fix that. I suppose I should at some point.

You can create your own hitboxes instead of letting the dev tools do it for you, but I don't know of any way around the texture issue, and in the end I think I ended up setting some of my missile mounts manually (the CVH is a text file). I suppose you could do the CVH in Milkshape and the mdl with the dev tools, but that doesn't solve the importing issue. Also, while Milkshape will import MDLs it makes, or that were made by Microsoft, it won't import the ones made using the dev tools. Presumably Microsoft had a slightly different version of the dev tools, or there's some trick to them that we're missing.

I haven't experimented with it much but as Adaven said .obj is worth a try.
Any job worth doing with a laser is worth doing with many, many lasers. -Khrima
Beyond a shadow of a doubt if you don't watch them like a hawk they will stack their collective balls off - MrChaos on Alleg players
raingriffin
Posts: 145
Joined: Wed Jul 01, 2009 12:23 pm
Location: Italy

Post by raingriffin »

probably obj is good enough... at least it saves materials and uv-map... textures are still out of the picture but it may be me having no clue about milk. I think i'll just model the hitboxes in blender myself, it's just a matter of later object/group naming, nothing much ( except milk still hates importing the original object names), and i think i'll add joints in it too cause it seems i've got problems importing them in milk also...
-sing- Just always look on the bright side of life -whistle, bow to monty python's Life of Brian-

Image
Compellor
Posts: 994
Joined: Fri Jul 06, 2007 12:56 am
Location: Columbus, OH

Post by Compellor »

In milk, have you tried hitting edit>refresh texture? Sometimes it doesn't take on load for some reason.

In Blender, make sure you're writing an MTL file on export. Also, when exporting try playing with the 'grouping' options. Having only "material groups" selected seems to work reasonably well for retaining object names.

One more note - I haven't played with it much, so I'm not sure how good a job Milkshape does exporting CVH (seems decent so far), but it seems to do a pretty awful job of importing the hitbox part of the CVH. It'll get the vertices right (I think), but other than that...
Last edited by Compellor on Mon Aug 24, 2009 7:03 am, edited 1 time in total.
Any job worth doing with a laser is worth doing with many, many lasers. -Khrima
Beyond a shadow of a doubt if you don't watch them like a hawk they will stack their collective balls off - MrChaos on Alleg players
Andon
Posts: 5453
Joined: Sun Jun 03, 2007 8:29 pm
Location: Maryland, USA
Contact:

Post by Andon »

Custom-made CVHs are hit or miss for importing into milkshape... It works on some, not on others, and it really doesn't make any sense to me.

For the texture in milkshape, I've had to go into the material editor and re-choose the texture for almost every model I've imported, as it doesn't load it properly. The UV Map works fine, but it doesn't show the texture for most of it.
Image
ImageImage
Post Reply