Topic: Milkshape and the mod converter  (Read 1633 times)

0 Members and 1 Guest are viewing this topic.

Offline Khalee1

  • Lt. Commander
  • *
  • Posts: 1737
Milkshape and the mod converter
« on: August 13, 2009, 08:24:08 pm »
just downloaded milshape and the mod plug in but where do you put the plugin at in milkshape.

I was going to try a experiment with my ship as I'm thinking because the plugin for gmax was not really made for it, that might be the reason for the shadow effects i'm getting, So was going to import it to milkshape before converting it and then export it to see what happens.

Offline GotAFarmYet?

  • Lt. Commander
  • *
  • Posts: 1189
Re: Milkshape and the mod converter
« Reply #1 on: August 13, 2009, 09:28:38 pm »
If I remember right there was a plugin directory or some such right off the main one that it would go into. There was a self-Extracting version that might still be around that did it for you.

Milkshape exporter will whiten the ship a bit though to be warned, Centrus knows how to correct that error the plugin has.
People always said they wanted the government to listen to them and now the government is listening, taking notes and names...and coming to see you soon!

America-Not the land of the free anymore...
 Its the land of the freeloaders

Remember the axiom of big government bureaucrats: If it moves, tax it. If it keeps moving, regulate it. When, finally, under the crushing weight of taxes and regulation, it stops moving, subsidize it.

Offline Centurus

  • Old Mad Man Making Ship Again....Kinda?
  • Captain
  • *
  • Posts: 8505
  • Gender: Male
Re: Milkshape and the mod converter
« Reply #2 on: August 14, 2009, 02:21:30 am »
It's an annoyance.  What happens is that some of the textures gain a self illumination in the conversion process.  It doesn't prevent the ship from working in game at all.  However, in game or even in mod viewer, you might be wondering why parts of the ship are glowing bright when they're not supposed to be.

The fix is easy.  In the Material Editor, select each texture entry, and if it's got a self illumination numerical value, just set it to 0.  Then, re-export the ship to MOD format.  This works only in MAX and I believe in GMAX.
The pen is truly mightier than the sword.  And considerably easier to write with.

Offline atheorhaven

  • Lt. Commander
  • *
  • Posts: 1801
    • Mare Imbrium Shipyards
Re: Milkshape and the mod converter
« Reply #3 on: August 14, 2009, 12:33:58 pm »
Hmmm, interesting.. when it gains a self-illumination texture entry, does it also create a blank white texture?  If it does, that might be a really fast way to convert some non-SFC meshes to SFC, adding in illum maps at the same time.  Even if it just generates a unique filename, it doesn' take anything to generate a bunch of blank texture maps and go from there.

Haven't ever really played with Milkshape past the initial 30 day period I had for Milkshape 1.4.something or other.. I still had my old auction copy of 3dsMax kicking around.  :)
..ooOOoo..totally useless information..ooOOoo..

Mare Imbrium Shipyards - http://mareimbrium.webhop.net

Don't bother checking out my website for the most recent updates, because I've
been too lazy to update it!  Check Battleclinic!

Offline GotAFarmYet?

  • Lt. Commander
  • *
  • Posts: 1189
Re: Milkshape and the mod converter
« Reply #4 on: August 14, 2009, 05:18:30 pm »
It adds a brightness level basically to the model during the export. You have to import it into max to fix, or GMax.

The only way I have seen it make a light map is when I exported a BC ship with TGA textures it seperated those just fine. It will also when exporting a ship for BC from SFC make the TGA texture from the normal and light map.
People always said they wanted the government to listen to them and now the government is listening, taking notes and names...and coming to see you soon!

America-Not the land of the free anymore...
 Its the land of the freeloaders

Remember the axiom of big government bureaucrats: If it moves, tax it. If it keeps moving, regulate it. When, finally, under the crushing weight of taxes and regulation, it stops moving, subsidize it.

Offline Terradyhne

  • Lt.
  • *
  • Posts: 687
    • Terradyhne-yards
Re: Milkshape and the mod converter
« Reply #5 on: August 15, 2009, 02:31:26 am »
just downloaded milshape and the mod plug in but where do you put the plugin at in milkshape.

put both msSFCExporter.dll and msSFCImporter.dll into your Milkshape installation folder and than in Milkshape choose export or import Star Fleet Command (MOD) option, it is that easy  :)



"there will be no better worlds with human presence as mankind tends to ignorance, intolerance and selfishness, despite they tell you about themselves"