Nexus Skirmisher

Nexus Modding => Mod Development / Released Mods => Topic started by: Death3ye on April 12, 2010, 16:06:35

Title: Normandy SR-2 Ship Model (Model ingame, pics last post)
Post by: Death3ye on April 12, 2010, 16:06:35
I got a model from the Normandy SR-2, now i want to make it useable in Nexus. I read the modeling chapter in the modding tutorial but i don't have lightwave only 3ds max . Is there away to accomplish my goal with 3ds max ? When yes how ?

 (http://img94.imageshack.us/img94/1085/normandysr2.th.jpg) (http://img94.imageshack.us/i/normandysr2.jpg/)
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Post by: jstubbles on April 12, 2010, 16:11:26
Milkshape 3d. There's a mesh importer/exporter for that, I believe.
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Post by: Arparso on April 12, 2010, 17:10:28
I don't know, if it can export... I've only tried it briefly to import Nexus models using the Nexus Milkshape plugin.

You'll need to get your 3ds max model somehow converted into Lightwave's .lwo format (or .lws for animated stuff), which then allows you to convert the model to Nexus' format using the mod tools provided with the game.
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Post by: Death3ye on April 12, 2010, 17:21:52
Milkshape can export to a msh format but that is from orbiter, the  Orbiter Mesh ASCII. I don't know if this is compatible.
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Post by: Arparso on April 12, 2010, 19:46:02
No, we meant a Milkshape importer plugin specifically for Nexus' .msh files, which you can find at ModDb (http://www.moddb.com/games/nexus-the-jupiter-incident/downloads/nexus-mesh-importer). According to the description it is only an importer, though, so you can only import .msh files in Milkshape instead of exporting to .msh.

Maybe Blender could import from 3ds max and export to .lwo? Haven't tried it, though...
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Post by: The Old Dragon on April 13, 2010, 14:24:51
I played briefly with the milkshape importer some time back. From what I remember, it allows you to pull the models from the game into milkshape 3d and then export/save as them into .lwo/.lws files ready for lightwave. On the downside, I lost a lot of data with it (textures, animations, parameters,etc) as all I was left with was the basic model.

That aside however, you should be able to build in 3ds max and then export. I think a friend of mine models in 3ds and then finalises in lightwave, I'll see if I can get him to drop in...
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Post by: Abyssinian on April 13, 2010, 15:59:51
I can help with that. You'll indeed need to use Lightwave to export it. What I do is build my model and texture it in 3ds max and then export it to Lightwave to add hardpoints there. After the hardpoints have been added you can export it and use it in Nexus. I only just registered to this forum so I'm not sure but if you can, send me a PM and we'll talk about this more. Perhaps I can do the hardpointing and exporting for you.
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Post by: Death3ye on April 13, 2010, 16:16:09
I got now lightwave and here is the result:

(http://img688.imageshack.us/img688/610/nexusdx9201004131611038.th.jpg) (http://img688.imageshack.us/i/nexusdx9201004131611038.jpg/) (http://img357.imageshack.us/img357/4579/nexusdx9201004131610177.th.jpg) (http://img357.imageshack.us/i/nexusdx9201004131610177.jpg/)

Is it possible to have skin shields ?
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Post by: Abyssinian on April 15, 2010, 22:39:22
See? All I had to do was sign in here to be helpful :P Nice going though, looks really nice.
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Post by: Mularac on April 15, 2010, 23:43:39
What do you mean "skin shields"?
you can change the texture, but the behaviour remains the same, I fear. It's pretty hardcoded...
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Post by: Death3ye on April 15, 2010, 23:48:38
Skin shields means, that the shields forms no bubble but it lies directly on the hull.
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Post by: Mularac on April 16, 2010, 00:02:41
No, I don't think you can do that on this engine...
Title: Re: Normandy SR-2 Ship Model (Model ingame, pics last post)
Post by: EmeraldReporter on March 11, 2011, 17:04:58
Why don't you put this up on MODDB?

Starting a Mass Effect Mod of/with anything is going to be a unique endeavour.