Hello!
I would like to make some modelling for SWBF2 and i have Milkshape 3D 1.8.4. What i request is whatever tutorials there are that makes sense with milkshape as well as exporters and such. I did try google, but i found nothing. Dunno why.
Everything i need for Milk Shape 3D
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- Surma
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RogueKnight
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Re: Everything i need for Milk Shape 3D
Because you didn't search hard enough.Surma wrote:Hello!
I would like to make some modelling for SWBF2 and i have Milkshape 3D 1.8.4. What i request is whatever tutorials there are that makes sense with milkshape as well as exporters and such. I did try google, but i found nothing. Dunno why.
http://URL Shorteners are disallowed on Gametoast. Use direct links only./milkshape3d
- Surma
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Re: Everything i need for Milk Shape 3D
I did. Hard. When i got to page 8 and every site was just russian keygen sites (before that english keygen sites) i decided to stop. No link had provided me with the help i needed. I have found a tool that imports/exports .msh and Milkshape ASCII (BConstructor), but i cant load exported files, gets an error. And i have not found a single guide that details model creation, like the system of hardpoint referencing, approriate odf creation and all those other stuff you simply have to learn that is not common for every game. If anyoune knows any, PLEASE link and i can take it from there.
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VF501
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RogueKnight
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Re: Everything i need for Milk Shape 3D
No, you didn't search hard, or you would have found the VERY FIRST LINK ON GOOGLE, the same site I linked to in my last post.Surma wrote:I did. Hard. When i got to page 8 and every site was just russian keygen sites (before that english keygen sites) i decided to stop. No link had provided me with the help i needed. I have found a tool that imports/exports .msh and Milkshape ASCII (BConstructor), but i cant load exported files, gets an error. And i have not found a single guide that details model creation, like the system of hardpoint referencing, approriate odf creation and all those other stuff you simply have to learn that is not common for every game. If anyoune knows any, PLEASE link and i can take it from there.
Why don't you upgrade to 1.8.5?
- Maveritchell
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Re: Everything i need for Milk Shape 3D
C'mon people, be nice. A simple "lmgtfy" link is usually sufficient. Sometimes if a person doesn't know what specifically they are looking for it's hard to sift through Google results.
@OP: Please make sure to be specific in what you've already looked at and what you've already tried - when you post something very generic it will often net very generic responses.
Additionally, while you may already have MS3D, if you're not familiar with modeling in general and you're interested in starting to learn modeling for SWBF2, you may want to simply switch and use XSI. XSI is a much better tool for this game specifically as it is what the models for the game were developed with, and the production pipeline is much easier, going from creation to in-game (you will also find more specific tutorials here for it).
@OP: Please make sure to be specific in what you've already looked at and what you've already tried - when you post something very generic it will often net very generic responses.
Additionally, while you may already have MS3D, if you're not familiar with modeling in general and you're interested in starting to learn modeling for SWBF2, you may want to simply switch and use XSI. XSI is a much better tool for this game specifically as it is what the models for the game were developed with, and the production pipeline is much easier, going from creation to in-game (you will also find more specific tutorials here for it).
- Surma
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Re: Everything i need for Milk Shape 3D
You have misinterpreted me.
I want:
A milkshape -> .msh exporter, preferably also .msh -> milkshape importer
Some document that explains the hardpoint referencing system. In star trek - Armada, the other game i mod for, you begin with naming the first h_scene_root, and to that you connect a number of other, but everything is in some way connected to the scene root. What is the system existing in SWBF2?
I know how to model. I have done a few very nice objects, utilising both the "vertex by vertex" technique and the "create and shape primitives". I have seen and read everyone of those guides and i already knew everything in them, but i need to know whats specific for SWBF2!
I want:
A milkshape -> .msh exporter, preferably also .msh -> milkshape importer
Some document that explains the hardpoint referencing system. In star trek - Armada, the other game i mod for, you begin with naming the first h_scene_root, and to that you connect a number of other, but everything is in some way connected to the scene root. What is the system existing in SWBF2?
I know how to model. I have done a few very nice objects, utilising both the "vertex by vertex" technique and the "create and shape primitives". I have seen and read everyone of those guides and i already knew everything in them, but i need to know whats specific for SWBF2!
- Maveritchell
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Re: Everything i need for Milk Shape 3D
In that case you don't need to be searching Google, you simply need to take a look at our stickied tutorial thread:Surma wrote:I want:
A milkshape -> .msh exporter, preferably also .msh -> milkshape importer
Some document that explains the hardpoint referencing system. In star trek - Armada, the other game i mod for, you begin with naming the first h_scene_root, and to that you connect a number of other, but everything is in some way connected to the scene root. What is the system existing in SWBF2?
I know how to model. I have done a few very nice objects, utilising both the "vertex by vertex" technique and the "create and shape primitives". I have seen and read everyone of those guides and i already knew everything in them, but i need to know whats specific for SWBF2!
http://www.gametoast.com/forums/viewtop ... 36&t=14465
There is no direct pipeline to SWBF2 from MS3D - if you want that you'll have to use XSI. Otherwise you will be working with converting through a couple programs before your model is useable in-game. Several of the tutorials cover basic modeling, but you'll only have to worry about the most basic (static meshes) while working with MS3D, because you won't be able to convert any animated meshes or meshes with a real hardpoint hierarchy. The gist of it is that for any basic static mesh in SWBF2, you just need one parent root null ("dummyroot") with any meshes as children of that root (and not each other).
Always be sure to check the tutorials we have posted (either here or in the modding forum) as there are lots of them, and they usually do a good job of covering general beginner questions.
