Help with SOD Files
I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on November 6th, 2012, 2:22 am
Thanks. I'll try these later. Right now, I'm gonna lose my internet. I'll work on this stuff later.
Thanks again, Mr. Vulcan.
Thanks again, Mr. Vulcan.
posted on November 6th, 2012, 5:54 am
Yay! I finally got the Haze Mark-1 to work!
Now I can cruise the...galaxy...
OOPS!!!!
I just realized; I made it too BIG...
and I have it backwards...
and have no weapons to speak of...
Shit...
At least it works. Thanks again Mr. Vulcan.
Now I can cruise the...galaxy...
OOPS!!!!
I just realized; I made it too BIG...
and I have it backwards...
and have no weapons to speak of...
Shit...
At least it works. Thanks again Mr. Vulcan.
posted on November 6th, 2012, 3:27 pm
Heheh, yeah, it was kinda big, and off to one side :-P easy fix. Looking forward to the results :-)
posted on November 8th, 2012, 4:35 pm
Here it is, the Haze Mark-1, new and improved.
I need to do a little retexturing but otherwise, its ready for space flight.
I cant wait to get my other models up. They should be ready sometime later.

I need to do a little retexturing but otherwise, its ready for space flight.

I cant wait to get my other models up. They should be ready sometime later.
Attachments
- Laser Test
- FOScreenShot_121108_082436.png (574.75 KiB) Viewed 692 times
- Cruising through the stars
- FOScreenShot_121108_080447.png (694.95 KiB) Viewed 692 times
posted on November 16th, 2012, 8:30 pm
Well, Fuck.
I've got a SOD for the Archer. It works like a charm, except that the textures are fucked up.
Below are the pictures for this.
Any advice, or should I send it to one of you guys for inspection/revision?

I've got a SOD for the Archer. It works like a charm, except that the textures are fucked up.

Below are the pictures for this.
Any advice, or should I send it to one of you guys for inspection/revision?
Attachments
- This is how the missile should look
- ArcherMissile.jpg (18.65 KiB) Viewed 675 times
- This is what it looks like. (Sorry, couldnt get any closer)
- FOScreenShot_121116_084907.png (686.47 KiB) Viewed 675 times
posted on November 16th, 2012, 8:56 pm
This seems like the texture mapping is funny. The texture map must fit inside of the single texture tile. Armada does not allow texture tiling, as far as exporting to SOD is concerned.
Not sure what else might be causing it, but feel free to post the model, might find something. I'm on 2012, so 2012 format please
Not sure what else might be causing it, but feel free to post the model, might find something. I'm on 2012, so 2012 format please

posted on November 16th, 2012, 10:16 pm
Here it is. I used a PNG for editing and later switched to a TGA when exporting.
Please dont change the orientation of the Missile when you send it back. Last time, I couldnt work with the turret because the orientation wasn't right.
Good Luck.
Please dont change the orientation of the Missile when you send it back. Last time, I couldnt work with the turret because the orientation wasn't right.
Good Luck.
Attachments
Archer Missile.rar
- (37.89 KiB) Downloaded 318 times
posted on November 16th, 2012, 10:28 pm
Ok, I think it is as I suspected. The map is placed over multiple texture tiles. The only workaround that I'm aware of is to remap the textures to fit entirely within the single texture tile. Here's a screenie of what I'm talking about:
- Map.png (90.57 KiB) Viewed 658 times
posted on November 16th, 2012, 11:22 pm
Well that makes sense as to why only a section of the warhead was textured.
hmm.
Let me run a few things to see if I can get it right.
Strange why the model in MAX works, but not in FO...
Edit: Also, I would also like your opinion of the Morte Navi/Haze Mark-2 at the top of page 2. I think I should make it the Mark-2 as I have a better Morte Navi model on another computer. (which I cant access right now)
I appreciate any feedback.

hmm.
Let me run a few things to see if I can get it right.
Strange why the model in MAX works, but not in FO...

Edit: Also, I would also like your opinion of the Morte Navi/Haze Mark-2 at the top of page 2. I think I should make it the Mark-2 as I have a better Morte Navi model on another computer. (which I cant access right now)
I appreciate any feedback.
posted on November 22nd, 2012, 2:28 am
Have you been able to fix the texturing problems?
The Mark 2 looks interesting. What are the "dimples" on the hull meant for? Some kind of sensor stuff, or weapon turrets? I'm waiting to see it textured, but liking the layout of the model. Seems to belong in the TMP era with its square cut hull.
Just noticed now that the lower section of the saucer seems to be inverted (polies facing backwards). You can see this since the back side is lit, and the front is shaded (darker). If you invert the polies a second time, they will have proper shading (lit at the front, and shaded towards the rear, just as the upper portion of the saucer).
The Mark 2 looks interesting. What are the "dimples" on the hull meant for? Some kind of sensor stuff, or weapon turrets? I'm waiting to see it textured, but liking the layout of the model. Seems to belong in the TMP era with its square cut hull.
Just noticed now that the lower section of the saucer seems to be inverted (polies facing backwards). You can see this since the back side is lit, and the front is shaded (darker). If you invert the polies a second time, they will have proper shading (lit at the front, and shaded towards the rear, just as the upper portion of the saucer).
posted on November 22nd, 2012, 7:46 am
Have you been able to fix the texturing problems?
Well, kind of. I'm working slowly, figuring out how the exporter understands how to work with the textures. Apparently, you need to use the vertex coordinates combined with the mapping section. They seem to work in tandem, which, combined with viewable materials, lets me align it correctly. However, if I want a texture to wrap around an area, I need to use a cylinder map.
The Mark 2 looks interesting. What are the "dimples" on the hull meant for? Some kind of sensor stuff, or weapon turrets? I'm waiting to see it textured, but liking the layout of the model. Seems to belong in the TMP era with its square cut hull.
If you mean the dome-like areas, they are representations of the Laser Cannons. You could say that the actual emitters are under the dome of Harus, and is rotated to fire. This is a quick way to keep the Harus cool, allowing for longer fire times, or more pulses. (These will be removed if the ship is the Mark-2 instead of the Morte Navi, but can be added as an upgrade.)
The shield-shaped sections are Laser Banks. They cover the every firing arc imaginable, except where the nacelles blocks them.
Just noticed now that the lower section of the saucer seems to be inverted (polies facing backwards). You can see this since the back side is lit, and the front is shaded (darker). If you invert the polies a second time, they will have proper shading (lit at the front, and shaded towards the rear, just as the upper portion of the saucer).
That's actually a lighting error. Its normal for MAX.
posted on December 5th, 2012, 4:27 am
Hey, does anyone know how to make a shield SOD and a selected SOD?
I've been wondering how to make them for a while.
I've been wondering how to make them for a while.
posted on December 15th, 2012, 1:44 am
Anyone think they can help. I dont know what to do to make one.
posted on December 15th, 2012, 3:00 am
I am not certain how these work in fleetops, but I'd imagine that it is similar to how it worked in A1.
In A1, it is some type of sprite/mesh combination that's offset from the origin along the y-direction. The mesh/sprite should be roughly at a location where you expect the "hit" to occur. The actual offset distance I'm not sure about, just went with a bit of trial and error to get it right.
I would recommend asking this question in a separate topic. Also, something is probably in the guide about shield-hit effects, seeing as they're much improved over the stock.
Good luck
In A1, it is some type of sprite/mesh combination that's offset from the origin along the y-direction. The mesh/sprite should be roughly at a location where you expect the "hit" to occur. The actual offset distance I'm not sure about, just went with a bit of trial and error to get it right.
I would recommend asking this question in a separate topic. Also, something is probably in the guide about shield-hit effects, seeing as they're much improved over the stock.
Good luck

posted on December 15th, 2012, 3:15 am
I checked the guide, and it just says to copy the original SODs for the Shields and selects. Not very helpful for modelers as I cant see the original to change.
I'll try and ask in another section for this.
Wish they'd let us see what it looks like...
I'll try and ask in another section for this.

Wish they'd let us see what it looks like...
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