Backwards Model

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
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posted on December 19th, 2009, 1:12 am
So wait, the m_ mesh groups have to be linked to the scene root or be seperate? I did a test export after adding LOTS of hardpoints and stuff, and when I saw it in Storm3D viewer, the full model didn't even show up
posted on December 19th, 2009, 2:23 pm
I usally link them idividually to the scene root. But not to each other. for example I would select the scene root...then add joint tool....place the point.....then rename it blah blah blah...then deselect everything re-select scene root then add another joint excetera. But heres some bad news. Storm3D wont work for all models even if they are built corectly. so sometimes a full test in game is required.

I know its tedius but I would start all over with your joint tree hirearchy. add the scene root then the mesh nodes then export and test in Storm3d. I know that if mesh nodes r linked to any other nodes it can sometimes have some "interesting" results to say the least. But by no means am I an expert on this subject. I have spent several hours screaming at MS3D soooo......oh.....I forgot to mention...sometimes its posible to cheat with hardpointing....just load up an A2 vanilla sod....delete everything but the node hirearchy save that file.....then merge it with the model you are working on.
then rename nodes as neccesary and move hps around as necesary and voila!
posted on December 19th, 2009, 6:00 pm
I got to fixing that up, and now, IT WORKS!!! 5 hours of hard work and the reward has come!!!!

Only one problem; the weapons don't fire. Think I found the prob though. I opened up some stock files and saw that I had named the hardpoints wrong. After that's fixed, I'll post up some pics in the Awesome Screenies Thread.
posted on December 19th, 2009, 10:05 pm
actually u can name hp nodes whatever u want. the odf though has to reflect those names.
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