Topic: Makeing hardpoints  (Read 8376 times)

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3dot14

  • Guest
Re: Makeing hardpoints
« Reply #20 on: April 16, 2003, 06:12:11 pm »
ahh.

Then you don't.

SFC2 hard points are hardcoded in the ship UI.

Download ShipEdit 3 you can see the usable hardpoints usable for each UI. You have to name the hardpoint names (the dummy object in max) to corresponde to each given point.

strekship

  • Guest
Re: Makeing hardpoints
« Reply #21 on: April 16, 2003, 06:50:56 pm »
I ment how do i make new hard points in ships that i make. Is there a tutorial around here that would help? I'm trying to add hp's to a new ship i made.  

strekship

  • Guest
Re: Makeing hardpoints
« Reply #22 on: April 16, 2003, 06:59:52 pm »
I ment how do i add hardpoints to a new ship that i made. Is there a modding tutorial around here? I would accept any ha;p that people can offer.

3dot14

  • Guest
Re: Makeing hardpoints
« Reply #23 on: April 16, 2003, 07:52:53 pm »
"hardpoints to a new ship"
I am afraid you are still not clear...

do you mean "modelling" a 3d graphics file?
In this case, you have to create dummy objects named "hardpoint1" (or whatever number) that corresponde to the position on the UI (just download SE 3 http://www.strategyplanet.com/sfc/editing.shtml, you will see what I mean.)

or do you have a new ship already done but want to add it into the game? "modding" yes they mean different things at least in SFC context.
Same, just download Shipedit. Pay attention to the graphics in Shipedit about the HP number and whether the hardpoint is capable of supporting heavy weapons which are phaser HP's. Then you insert the weapon you want on that hardpoint.

http://www.fileplanet.com/dl/dl.asp?/strategyplanet/sfc/utils/sfc3_modeltools.zip read the PDF section on hardpoints. BUT IGNORE ITS NAMING NUMBERS (this is for SFC3 where eveything is sequential) But the principles still apply. As long as you remember numbering it to match the UI in SFC2.

Praxis

  • Guest
Re: Makeing hardpoints
« Reply #24 on: April 17, 2003, 03:04:18 am »
3dot14...

Thats the UI hardpoints.  I think he means the MODEL hardpoints.  The UI hardpoints show where on the image the weapons appear- the model hardpoints are IN THE MODEL and show where the weapons come from.  I've been wondering how to do them myself.  I can move existing ones around in the model with Max.

zaniwhoop2

  • Guest
Re: Makeing hardpoints
« Reply #25 on: April 17, 2003, 02:25:40 pm »
I think there is a hardpoint editor around somewhere, though I can't remember what the name is (I've never used it). I am working on a program that will let you add/edit/remove hardpoints on a model, but I still have some kinks in the .mod exporter.  

strekship

  • Guest
Re: Makeing hardpoints
« Reply #26 on: April 18, 2003, 11:28:49 pm »
To be more clear, i ment adding new hardpoints to a modle. I already know how to use ship edit 3 to change weapons around. Thanks for the help.

Magnum357

  • Guest
Re: Makeing hardpoints
« Reply #27 on: April 19, 2003, 11:12:11 pm »
Ya, this info would be helpful for me too.  I'm in the processof releasing a few of my first ever SFC2:OP models and I have no clue on how to put hardpoints on them or make Break models.    

3dot14

  • Guest
Re: Makeing hardpoints
« Reply #28 on: April 20, 2003, 10:58:45 am »
Quote:

do you mean "modelling" a 3d graphics file?
In this case, you have to create dummy objects named "hardpoint1" (or whatever number) that corresponde to the position on the UI (just download SE 3 http://www.strategyplanet.com/sfc/editing.shtml, you will see what I mean.)



I thought I covered that in the post above... guess not.

You ADD DUMMY OBJECTS in 3dsmax. Name them "hardpoint1" or "hardpoint2" etc. etc.

Since you know how to mod the ships, I won't repeat the quirk about the UI hardpoint numbers then.
 

strekship

  • Guest
Re: Makeing hardpoints
« Reply #29 on: April 20, 2003, 12:49:25 pm »
Ok, i got it now. Thanks for all of the help.

Magnum357

  • Guest
Re: Makeing hardpoints
« Reply #30 on: April 20, 2003, 09:10:10 pm »
Ok, so let me get this straight.  You create some objects in your mesh (I don't use 3Dmax, I can only afford Milkshape0 and label them like "Hardpoint1".  Does SFC:OP understand these objects and assigns the weapon to that hardpoint when you fire it?  

Also, what about Break models?  

3dot14

  • Guest
Re: Makeing hardpoints
« Reply #31 on: April 20, 2003, 10:13:33 pm »
Correct.

As long as the number matches the hardpoint number in the spec file.

As for Break Models, there are two ways.

1. Use Planes to boolean/split the mesh. (nasty piece of work, at least in max4. I hate the boolean system there.) Consult the PDF file in SFC3 Modelling Tools.

2. A much easier, though somewhat crude way: is to detach polygons from the mesh. DL Joker's video tutorial here: http://www.frost-works.com/galactic_truckstop/mars_station/main/Contents/Tutorials.htm (and read over the PDF file in SFC3 modelling tools anyways)

Don't worry if you are doing SFC2, and the files says "sfc3"... It covers common grounds for both 2 and 3. (only UI, glow, and hardpoints are different)

Magnum357

  • Guest
Re: Makeing hardpoints
« Reply #32 on: April 21, 2003, 02:35:41 pm »
Ok, but I only have milkshape for the Break Modeling.  Is their any tutorials for making Break models with MS or is it stricktly just 3dmax?

3dot14

  • Guest
Re: Makeing hardpoints
« Reply #33 on: April 21, 2003, 03:50:44 pm »
sorry my fault, I should've noticed that you said you have MS only.

err... post this in the Modelling section, hopefully the guys who use milkshape can help you...

Cause AFAIK, I don't knkow if MS supports brk_mod at all...