MsCMPImport v2.7 plugin By P1p3r -alt dl added
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Great plugin thanks for sharing it.
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cant wait to give this a whirl
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I’m having problems when importing ship models getting more than the top LOD. How is it possible with this importer? Or do I jst have to use an old one? Basically I can only get LOD0 and can’t seem to be able to select LOD1, LOD2 and LOD3. I must be missing something
edit: false alarm… found it… drop down menu!! thanks god for that… ;D
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Hmmm…
Not so hot, eh Chili?
<sniggers>And…
You mean…
Thank P1p3r!
;D ;D ;D</sniggers> -
I’ve noticed that the importer mixes up the orientation of HP’s and sometimes also the position (f.e. it made y = -6.7 to y = -7).
I also had some crashes when importing more 1-2 models in a row without restarting MS3d.Both is no biggy and i may be caused by my notebook.
I also had such crashes on the old importers so i should say that v2.7 is way more stabil.Its a fantastic tool and alrdy changed 3 vanilla stations with it so rly BIG THANKS FOR SHARING IT!!!
Just a question… is anyone working on a new sur exporter? ;D
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I had no problems with any models importing.
The hardpoints are always messed up by the CMP exporter, they have to be fixed in HardCMP. I thought everyone knew that? Until now I just made and placed my hardpoints in MilkShape quickly, then found the exporter would attach them to any old group and not usually the group they are sitting on, so I had to delete them and make new ones again in HardCMP in any case.
One of the reasons is that whoever wrote the exporter did not specify the type of triangle he wanted so that he would be able to calculate the orientation (which way it is facing) for each plane. I have tried isosceles and pointed triangles, none of them oriented correctly.
And to make things worse HardCMP doesn’t use the Z axis correctly, so I end up composing an orientation using X and Y values only. And HardCMP doesn’t understand an angle of 90 or 180 from time to time, while setting 89 or 179 is fine.
GRRRRRRR!!!
P1p3r may hopefully take on the task of making a good exporter for us now he knows how to import properly?
Hint… Hint…!!
Duhh… didn’t someone say about 3 years ago that FL modding would soon fade away… away… away…??
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Yeah u’re right its the exporter, I never made HP’s in ms3d and therefor I’ve not noticed that bug before.
And the crashing bug seems to be a MS3d bug cause i have these crashes also on other importers.And Uh yeah a new exporter would indeed be a great addition
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i see no issue with the current CMP exporter O.o
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Uhh…
So where are your rosy glasses then?
<smirks>;D</smirks> -
For an exporter:
Well, it would be nice to be able to specify parts / groups as belonging in Fix, Rev, or Pris from within the exporter. It’s not real tough to do as is, but yeh it’s an extra 8 or so steps.
Personally I’d just take out the Scale section entirely and make it 1.0 every time.
A scalable number of groups would rock too (not just 18), but that might be graphically a pain to get proper, maybe with a scrollable window when passing 10 or so.
Other than that, can’t think of much really.
Nice to be able to open up quite a few more vanilla models to eff with though eh?
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From what I read, you guys haven’t used MilkShape to place your hardpoints, otherwise you would see the exporter’s limitations - orientation is not correct, and it does not attach the hardpoints to the correct group either.
I think I said that already somewhere?
Ah - I get it, I didn’t say it in Chinese!
Here goes…
???You…???not use…??MilkShape…???maybe???Exporter…???plugin???orientation…??? not correct???and…???not attach???correct group???
!!
JONG, please help verify that I’m not using bad language please??
Uhh…
Just in case, here it is in Russian too…
?? ? ???, You maybe not use ?? ??? ??? ??? ??? MilkShape ??? ??? ??? for place ??? ??? hardpoints, ? ??? ??? exporter ?? ??? ?? ??? pluginsky ??? - ??? orientation not correct ?? ???, ? and ??? ?? ??? hardpoints ? not correct group ??? attach to! ??? ??.
Mmmm… this is not a UTF enabled forum! Drat!
Heheheheheheh.
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Oy!!
Bloody well elaborate a bit then, I’m not so daft, almost all triangles I tried do NOT explain to the exporter how to place themselves!
What shape do YOU use?
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The place I use MS for HP’s most is for SUR export. Creating a triangle from the top view, top point first methinks. Still some times it comes out upside down easy 'nuff fix, but still takes time. Though it’s easy to create the HP’s in MS for CMP’s and then just use UTF 4 to move them to the correct locations, but as you stated; they aren’t always oriented perfectly.
If Beeejay knows a secret I be a happeh camper to hear it as well
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Im sure he has done a tutorial OR in a post somewhere has explained how this is done lol
if not search for Dritz’s tutorial on making ships from scratch
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I haven’t seen one by Bejaymac, although it could have been a line or twa in another tut, and if he has I think his Scawts-English-Scawts translator needs improvin’ a wee dram or twa’. (Mind ye, if ye lewk onder his Sporran ye’ll ken the why!! - My guess is it’s all slung loose under there!!) Heheheh.
All the tut’s I’ve seen just say “make a triangle” - one ( I think it might have been Argh’s?) says “with approximately equal sides”. That means equilateral. Tried it. No, it was screwed up.
In my view, the exporter should have been designed to understand an ISOSCELES triangle (one with only 2 sides the same length, so it has a greater height than width) (although how does it guess whether it’s flipped by more than 90 degrees in any plane - but it does, sometimes - it could be by the normals, which would be sensible!), and by the designer placing it after the group it belongs to. It doesn’t, whether they are in between groups or not they get placed willy-nilly. Well, it doesn’t see that I made my triangles with two longer sides than the base.
Any way, why is anyone arguing with the need for a new exporter that would make good hardpoints at the same time, for goodness’ sakes? Surely that’s a good thing?
Have you all gone absolutely mad?
Gnnaaaaaaahhhhh!!
ANYWAY EVEN IF YOU LOT DON’T WANT ONE, I MOST CERTAINLY DO! SO THERE!! <tosses his=“” toys=“” out=“” of=“” pram=“”>:D</tosses>
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The place I use MS for HP’s most is for SUR export.
uhhh… I’m lost! Hardpoints in your SUR export?? How come?
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Open up a vanilla SUR file. In it you’ll see a standard mesh type for each HardPoint: Turret, Gun, CM, Torp / CD, and Shield -all built into the SUR itself. Exporting the SUR from MS with HP’s gets that result.
As for the mechanics of it, someone with more knowledge on SURs could likely answer that, but I suspect that their presence allows for shots hitting those mounted items to proxy the damage down to the part they’re mounted to (since these items all have SURs and health of their own).