ok i'm trying to make the k-wing's weapons function and i have the names of the aimers and barrels and turrets from the .option file but i don't know where each of the aimers would go on the actual model. i looked at the model in swbf viewer but that didn't help me map anything out.
could someone tell me where each aimer goes or which program i can use to see these. i looked at the xsi all you need to know faq and downloaded a converter but everytime i type in the msh file name it says press q to quit O_O
i just want to get the k-wing functional so that i will have a good vehecal that is rarely used to my map. i need another air to air fighter anyway and i think the k-wing would be a bit original.
offtopic: i have mainly been using vehecals that i don't see much of in maps. i've used the rebel tank from swbf1, the MTT from swbf1 that wasn't used, the geonosian fighter complete with sonic bombs, the cis driod starfighter, the cis bomber, and i've done things to the other vehecals that make them a bit different, like making the speederbikes have a shield that protects people near it, and setting the republic gunship's copilot seat like it was in swbf1, i've also set the atst to have 3 seats and also have made my very own custom model for a drone fighter, i liked the fighter i made so much that i made it pilotable instead of setting it to pilot type self, wow i really want to released this map soon. i've gotten most of the stuff working but i just need a few more things.
Regarding the converter: If you are talking about meshtool4 (which is what you need to use), then you need to type "import" without the quotes, hit enter, and then type in the MSH's file name along with the file extension, e.g., "lol5Q_penguin_weap_youlostthegame.msh" without the quotes.
AQT wrote:This vehicle was released with an ODF with all of the weapon sections already set up. Why don't you use it for reference at least?
because i couldn't find it it search and didn't think to look in the released assets page.
Teancum wrote:I wonder if he's using the newer K-Wing model that leaked out. It had animations, but had no collision.
nope, its the one that comes with the modtools, i never have seen it ingame and part of me just wants it to be in the map just to be there.
Marth8880 wrote:Regarding the converter: If you are talking about meshtool4 (which is what you need to use), then you need to type "import" without the quotes, hit enter, and then type in the MSH's file name along with the file extension, e.g., "lol5Q_penguin_weap_youlostthegame.msh" without the quotes.
i typed the msh name first -_-
EDIT: i looked in the assets links thread and couldn't find it.
Marth8880 wrote:Regarding the converter: If you are talking about meshtool4 (which is what you need to use), then you need to type "import" without the quotes, hit enter, and then type in the MSH's file name along with the file extension, e.g., "lol5Q_penguin_weap_youlostthegame.msh" without the quotes.
To make this simpler for everyone using Meshtool4:
Rather than take the long route of typing in the msh name, just drag the msh file into the Meshtool window. It automatically inputs the file name for you.
Marth8880 wrote:Regarding the converter: If you are talking about meshtool4 (which is what you need to use), then you need to type "import" without the quotes, hit enter, and then type in the MSH's file name along with the file extension, e.g., "lol5Q_penguin_weap_youlostthegame.msh" without the quotes.
To make this simpler for everyone using Meshtool4:
Rather than take the long route of typing in the msh name, just drag the msh file into the Meshtool window. It automatically inputs the file name for you.
Heh, I always renamed the msh name to a or something like that.
Dakota wrote:EDIT: i looked in the assets links thread and couldn't find it.
i think its included in the convopack vehicleassets.
ok i'll look there. wow i don't remember a k-wing being in the convopack when i downloaded it, but i doubt i had the time to explore all of the maps that well anyway.
Off-topic: The K-Wing was only on Bespin: Platforms in the Conversion Pack. If you played that map, then it's not very hard to miss, as it is a huge flyer.
AQT wrote:Off-topic: The K-Wing was only on Bespin: Platforms in the Conversion Pack. If you played that map, then it's not very hard to miss, as it is a huge flyer.
i remember that being my favorite map in swbf1 but i don't think i ever played it in the convo pack, probably too busy with the Kotor sides.
I have a beta version i have made for one of my maps, i have both a ground and space version, ill post it here or i can pm it to you if you need it it. Just tell me what version you want, and what model are you using (from bf1 or bf2 assets).
SandTrooper wrote:I have a beta version i have made for one of my maps, i have both a ground and space version, ill post it here or i can pm it to you if you need it it. Just tell me what version you want, and what model are you using (from bf1 or bf2 assets).
actually...
i have found the k-wing in the assets for the convo pack. i'll just have to do some testing to see which firepoint is which (this is why i wanted a way to actually view the model like in xsi).
i'll be able to work it out though and take a few peices of the odf.
if anyone could tell me exactly how i would convert the msh file to a file viewable in xsi that would keep the hps.
i know marth told me some and a few others but i tried it and couldn't get it to work. a screenshot or example showing what i would type and how instead of "example" here "example2" here.
you can view a mshs hierarchy and hardpoints with ultimate unwrap 3d. with the full not-free version you can convert mshs to .xsi so that they keep the heirarchy and nulls. the obj format sadly doesnt handle these.
DarthD.U.C.K. wrote:you can view a mshs hierarchy and hardpoints with ultimate unwrap 3d. with the full not-free version you can convert mshs to .xsi so that they keep the heirarchy and nulls. the obj format sadly doesnt handle these.
Hey dakota, i have a version i have been working on for a while, i am going to post it in the assets once i separate the files from my sides. I have specifically been working on the turrets so you can use it or just reference parts of it. I'm not totally finished with the views but there better than the old version.
EyePointCenter = "0.0 0.0 0.0"
TrackCenter = "0.0 12.2 -25"
TrackOffset = "0.0 -3.0 0"
TiltValue = "2.5"
AimTension = "20.0"//how much the reticule swims
MoveTension = "4.25"//how much swim the craft has from the center of the screen
//SoldierCollision = "collision3" // don't think this line is needed
//SoldierCollision = "collision4" // don't think this line is needed
//SoldierCollision = "collision5" // don't think this line is needed
//SoldierCollision = "collision6" // don't think this line is needed
// SOUNDS
--------------------------------------------------------------
VOUnitType = 56
EngineSound = "all_fly_ywing_engine_parameterized"
TakeoffSound = "all_fly_gunship_take_off"
LandSound = "all_fly_gunship_land"
HurtSound = "imp_weap_ord_exp_lg"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
TurnOnSound = "all_fly_gunship_turn_on"
TurningOffSound = "all_fly_gunship_turn_off"
TurnOffSound = "all_fly_gunship_airbrakes_off"
TurnOffTime = "1.5"
Cockpit1stPersonSound = "all_inf_com_space_chatter" // Sound which is triggered every frame when the player is in first person mode.
Cockpit3rdPersonSound = "all_inf_com_space_chatter" // Sound which is triggered every frame when the player is in third person mode.
AllMusic = "all_vehicle"
ImpMusic = "imp_vehicle"
MusicSpeed = ".25"
MusicDelay = "3.0"
FoleyFXGroup = "metal_foley"
BoostSound = "all_fly_gunship_shift_up_property 0.16 1"
BoostSound = "all_fly_gunship_shift_up_property 0.53 1"
BoostSound = "all_fly_gunship_shift_up_high_property 0.66 1"
BoostSound = "all_fly_gunship_shift_down_property 0.17 0"
BoostSound = "all_fly_gunship_shift_down_property 0.9 0"
TrickSound = "all_gunship_has_no_trick" //Played when the flyer performs a roll
FlipSound = "all_gunship_has_no_flip" //Played when the flyer performs a flip
ProximityMinDist = "25" // Distance from target where proximity parameter of engine is 0.
ProximityMaxDist = "100" // Distance from target where proximity parameter of engine is 1.
DarthD.U.C.K. wrote:you can view a mshs hierarchy and hardpoints with ultimate unwrap 3d. with the full not-free version you can convert mshs to .xsi so that they keep the heirarchy and nulls. the obj format sadly doesnt handle these.
sorry for the wait but i've been a bit busy with some projects and got side tracked on KotOR. i've looked at the k-wing from the convopack assets and the one from the modtools assets and it turns out that they are different models. i then proceded to download ultimate unwrap 3d. i then went to import the msh and it turns out that i needed a plugin so i went to download that and installed it but i don't think i did it right and i still can't see the msh file.
if this all turns out not to work then i'll probably just decide to go with a cis gunship or something like that :/
DarthD.U.C.K. wrote:well installing the plugins is pretty straight forward so im afraid there isnt any additonal information thats needed to make it work..
it told me to put the dlx files into the plugins folder and there were no dlx only dli so i put those in instead and it said to put 2 in there but there were 2 in each of the 6+ folders. i'm a bit confused on which one i need and if i even have the right plugin anymore.