Well, I'm not really sure what you mean by "your ignoring the everyone else". Please explain.
Blackhawk2000
Its from this mod: [link="https://forums.sinsofasolarempire.com/311358"]WWW Link[/link]
I'm not sure how much you know about it, but in MAX they have tutorials for these sorts of things. I have MAX 8, and if you click on help, then Getting Started/Materials & Mapping/Managing Texture Coordinates/Using Unwrap UVW, it will tell you how to unwrap your model into flat faces that you can render out as a 2D image file that looks something like this: [img]http://img233.imageshack.us/img233/2294/templateaw1.jpg[/img] You take that image, and paint it [img]http://img238.imagesh
Thanks for the positive feedback. I plan on using sub designs, plus destroyers, and just about anything I can find that will go well with the idea. No "flying Shermans", though, I'm trying to keep it all sort of naval looking. As for the American bomber, I'll probably again stay with the WWII naval motif and use either the Dauntless or Avenger designs, as the B-17 never really operated out of carriers. Not that I'm trying to keep it "realistic" or anything, I mean it's an intergalactic carri
One reason I started modeling with the flat tops is because it seemed to be the easiest thing to model. I didn't want to start with a battleship because they are more complicated, and I wasn't even sure I could export it correctly. It's not super detailed, but that's because there really isn't much to it. I wanted to make it look like an old carrier, but the ships don't launch from the top of the carrier, they take off from that hangar bay right on the front of the ship. Even though it looks
I'm an idiot when it comes to postin on forums. Hopefully, here's more screenshots. [img]http://img225.imageshack.us/img225/1123/sinsofasolarempire20080pm1.th.png[/img] [img]http://img88.imageshack.us/img88/7890/sinsofasolarempire20080ni4.png[/img] [img]http://img231.imageshack.us/img231/8339/sinsofasolarempire20080fn2.th.png[/img] [img]http://img329.imageshack.us/img329/7391/sinsofasolarempire20080of0.th.png[/img]
[img][URL=http://img329.imageshack.us/my.php?image=sinsofasolarempire20080of0.png[/img]
I had sort of a weird idea for a mod, and thought I'd get your opinions on it. I'm basically just taking American and Japanese ships from WWII and making them look like futuristic space vessels. The idea is to make it look like the designers from the 1940's are designing ships for Darth Vader. All I have made so far is this carrier (modeled after an American CV-6 carrier), and a fighter (not pictured here) that sort of looks like a navy Hellcat-meets-Wing Commander. Th
Random and unbalanced may be the way life works, but that doesn't always make for a fun gaming experience. I play a game to have fun, not to experience the frustrations of life. If someone made a first person shooter, and there was no way to save, and the game uninstalled itself the first time you were killed in the game, it would be more realistic, but it wouldn't be all that fun. That's why I never understood why the Sims is so popular. I get up, go to work, come home, work out or play a co
Anyone else try to change their picture when postin messages on this forum? I try to change my icon and when I try to update the image it takes me to an expired web page. The image is a 50x50 .jpg, what's the deal?
Lord Simpson, you are now my hero. All the things you told me are silly little facts that I never would have figured out on my own. I sat in front of my computer for about 6 hours trying to get a test model in the game, and it took me about 5 minutes to make the changes you suggested. Next thing you know, I've got a model from XSI in the game. Now I can stop sadistically eating the heads off my Teddy Grahams every time I look at a mesh file and it says "NumPoints 0". Almost as if it wants t
Thank you for the input. I did not know about adding the prefix, nor did I know that the null points had to be parents of a "rootpoint", I thought they were supposed to be CHILDREN of the mesh. Thanks for these tips, I know these have probably been mentioned before, but I'm sort of a newcomer to this game, and couldn't find any problem like this in a search of the forums.
I have been trying to use this Softimage/XSI program, and I'm about to pull what's left of my hair out. Every time I export a model to the .XSI format, then convert it to a .mesh file, none of the null points are there (weapons, exhaust, etc.). The "NumPoints" section of the mesh file always reads 0. All of these points are children of the main model, but they simply WILL NOT export with the model!!!! Am I supposed to be using null points for these hardpoints
The model I made was a simple tie fighter, just a ball with with a cylinder going through it with a hexagon on either end, just 332 polys. I'm not doing a Star Wars mod, I just wanted something simple to try to get into the game. And no, there is no progress bar, when I hit export, Max just sits there for about 20 seconds thinking, then a progress bar pops up on the screen for about a second and fills up, then I'm good to go.
EvilleJedi, I have Max 8, and rerunning the script works for me. I'm not sure how you are doing it, but you have to completely reload the script, that's how I got it to work. When I export, these are the exact steps I take to export a model (it's a little cumbersome to have to do this, but I'm not complaining): 1) Open MAX Script 2) Click Run Script 3) Select SINS_Tool.mzp 4) Export your mesh and get that lousy error message 5) Close the MAXScript tab all the way back to th