I've been working around with different aspects of the tools for awhile now, but I can't figure out hardpoints.
Looking into the model it seems to be that the VRML to MSH conversion inside model viewer is combining all the bones as geometry objects and attaching them to the vehicle. Looking at other vehicles with the debugger, I can see where they are supposed to be different objects, but with mine, they are segments. Is there a way to create hardpoints on vehicles yet? (I've been up and down the forums and cant find a solution to this).
Adding Hardpoints to Vehicles? [Solved]
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LtWheeler
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Adding Hardpoints to Vehicles? [Solved]
Last edited by LtWheeler on Fri Jan 29, 2016 4:09 pm, edited 1 time in total.
- AceMastermind
- Gametoast Staff

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Re: Adding Hardpoints to Vehicles?
It's best to use Mod Tool 7.5 with ZETools for all of your SWBF msh exporting needs.
Softimage Mod Tool 7.5
http://www.moddb.com/downloads/autodesk ... od-tool-75
ZETools
http://schlechtwetterfront.github.io/xsizetools/
ZETools dependencies required:
Softimage Mod Tool 7.5
http://www.moddb.com/downloads/autodesk ... od-tool-75
ZETools
http://schlechtwetterfront.github.io/xsizetools/
ZETools dependencies required:
- Visual C++ 2010 redist
http://www.microsoft.com/en-us/download ... px?id=5555 - Python 2.6 and the matching Pywin32 extensions
http://www.python.org/ftp/python/2.6.6/python-2.6.6.msi
http://sourceforge.net/projects/pywin32 ... e/download
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LtWheeler
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Re: Adding Hardpoints to Vehicles?
Ah ok, so there isn't a need to use model viewer anymore? As far as getting content in-game goes I mean?
- AceMastermind
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Re: Adding Hardpoints to Vehicles?
Not really, but it is always useful to have in your toolbox. It's the most efficient msh previewing tool I know of.
