She doesn’t give you the debug ship. She gives you what ever you set up in the Restart.fl file.
P1p3r
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Yes. What you want is to play through the story mode with your chosen load out. Is this correct?
That being the case, there is a file in your saved game folder called Restart.fl. Whatever you have in that file is what Juni gives you. This is what is waiting for you in the equipment room.
For the sandbox mode, you simply need to set your mission to at least 41 in your saved game file. That alone will put you in no story mode.
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Yes it can. I had written a program sometime ago that lets me do exactly this.
Any money, ship, weapons, and base.
It also let’s you adjust your affinity with any group. allowing you to take missions from their base, or not.
Unfortunately, It will allow the user to start on any base, regardless of whether or not it’s playable. Same with ships and weapons.
It also sets trade lane and cruising speeds.
If this is of interest for anyone, just let me know and I will upload it.
For what you want, you simply need to modify your player profile. no inis or dlls.
I can’t remember what else this thing does. It’s been a while.
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@Fusion,
These dll’s were built with the 1.8.4 sdk, They were meant to work with the newer versions of MIlkshape, So they may or may not work with the older versions of Milkshape. Unfortunately, I couldn’t find an older version of the sdk. It seems that chumbalum may have dropped support for them. For yoy however, You could just rename the files if they conflict with the plugins, and copy them to the Milkshape directory. They should coexist with the other plugins.
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I will be implementing these changes somethim this week. Will the using the bounding for the radius and setting LOD’s to use bounding boxes from LOD0. Just haven’t had time to sit in front of the computer.
@Fusion,
What exactly are the plugins doing or not doing?
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Thanks for the quick reply. I didn’t even think to use the sphere equation. Now, did you use the axis lengths or just use the longest vector.
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I not following you guys here. What’s with the radius and why is it dissapearing too early. What is dissapearing too early?
The radius of an 80M x 80M box, is 40M.
I calculated the radius as the longest distance from the center of the box to the farthest axis.
So that a box that’s 80M long, 20M wide and 20M tall would have a radius of 40M. That’s half of 80M. From the center of the longest distance.Maybe if you could send me a copy of your exporter I wuold have a better Idea of what I would have to change.
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I just remembered, this only occurs when you first use the exporter. It uses the last filename for the VMeshLibrary.lod then replaces it when a new filename is selected. But if there was no last filename, it cannot replace it. This should be fixed soon.
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Try selecting a new filename or save to a different folder. (not the desktop).
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@Schmackbolzen
Hi,I was just wondering, How did you calculate the bounding box?
I cycled through all the vertices of each part and took the two farthest away for each axis.Anyway, this dll uses the bounding box and doesn’t move the root mesh.
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@Skotty
Hi Skotty,When I modified the importer to import a model I got from Sushi, I inadvertantly changed the code that loads multiple vms models like the Rheinland Battleship. It’s since been repaired. I’m uploading my most recent dlls.
About centering the groups, I’m not sure I know what you mean. All the parts are centered at (0,0,0). Then their positions relative to the root part are saved in the connections node. I believe this is how the original models were set up. At anyrate, I’ll see what I can do.
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That’s exactly what I meant.
Let’s say you have a ship with four parts. You have,
Hull
Port_wing
Starboard_wing
TailSo when you import this, you’ll get.
Hull <mat: mat1=“”>Hull <mat: mat2=“”>Hull <mat: mat3=“”>Hull <mat: mat4=“”>Port_wing <mat: mat5=“”>Starboard_wing <mat: mat6=“”>Tail <mat: mat7=“”>Tail <mat: mat8=“”>Tail <mat: mat9=“”>It’s still four parts, but has nine meshes. When this gets exported, it will get exported with four parts.
However, if your model is a single model like most user models. Then that model will import as,
Root <mat: ??=“”>Root <mat: ??=“”>Root <mat: ??=“”>Root <mat: ??=“”>Root <mat: ??=“”>and so on.</mat:></mat:></mat:></mat:></mat:></mat:></mat:></mat:></mat:></mat:></mat:></mat:></mat:></mat:> -
This is one I’m uploading now is OK. The last one messed LODs for some reason. I can’t remember at the moment why.
Yes. If you have a multipart model, It will load it as such. You might see in the groups list in Milkshape several meshes with the same name. This just means all those meshes belong to the same group. Milkshape needs the different meshes in order to use different textures in the same group.
Is this what you needed to know? -
The model you sent me had an incomplete node, which was causing the plugin to crash.
Also as far as I know Milkshape only supports one set of texture coordinates. Please correct me if I’m wrong so as I could add the rest of the texture coordinates to Milkshape.
I’m uploading newer versions of both plugins You should now be able to load your model.
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@Sushi
Hi again,When you say it imports the model incorectly, do you mean the mesh is messed up? or is it the textures that are messed up?
If your model is working in game, I’m sure I could figure out why it’s not importing them, however, I would need the model in order to duplicate the problem. I’ve been able to import most models from the game and most player made models that I’ve tried importing. There were a couple of models with unfinished hardpoints that didn’t want to load, but even those should load now.
@cata123
try running the model cleaner tool before exporting and let me know what happens. -
HI Sushi,
Could you upload the cmp and mat files so as I could take a look at them?
Off the bat, there’s only two times it would not pick up the textures, and that would be- they already exist in the textures folder. and
- the hash numbers don’t match. However, there might be something else going on with your files.
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Sorry about that. Try this again.
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Hi cata123,
Looks like I sent you the wrong file. The one I sent messed up the textures. This is the one you want. -
I’ve fixed the issue with hardCMP and UTF Editor. The model should load correctly in both Apps. hardCMP loads targa textures upside down. UTF Editor loads them correctly.
Uploading now.
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1. Export Model for the High Detail LOD.
2. Don’t change the filename.
3. In Milkshape, I use the DirectX Mesh Tools. to reduce the poly count.
4. Go back to export dialog. In the Export Menu, put a check mark on LOD. or click on the multi doc icon. If you want to add WireData click on the far left icon.
5. click export.Just repeat steps 2 to 5 for more LODs
Can this be done? Start the story mode with any ship and equipment and money?
Can this be done? Start the story mode with any ship and equipment and money?
Can this be done? Start the story mode with any ship and equipment and money?
CMP Import/export dll
CMP Import/export dll
CMP Import/export dll
CMP Import/export dll
CMP Import/export dll
CMP Import/export dll
CMP Import/export dll
CMP Import/export dll
CMP Import/export dll
CMP Import/export dll
CMP Import/export dll
CMP Import/export dll
CMP Import/export dll
CMP Import/export dll
CMP Import/export dll
CMP Import/export dll
CMP Import/export dll