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Custom mods, stories, and artwork based on the Evochron / Arvoch universe.
Wamcalot
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Mod question

Post by Wamcalot »

So i just started this game a few weeks ago and got really inspired by all the great mods. So i thought: im going to make my very own cockpit. I started reading the forum here and i must say that it provided alot of help, :)

To begin i installed metaseq and fooled around with it for a few hours and now i understand how to create objects and how to add texture. So i took the CCPIT.x from the customizer kit and reshaped the struts and alot more.. just to fool around and to get the hang of modding.

I read on the forum that Accountant's Observation Cockpit Mod came with MQO files. so i downloaded it just to learn what the possibilities are. I love his work and flew around for a few hours, great cockpit! nevertheless when i tried to use his MQO in Metaseq i stumbled on to a problem wich i cannot figure out......

Whlie using his MQO's in Metaseq it loads fine and i can add objects. i also attach texture to the new objects. (i just take the texture1.BMP because im not realy building but just learning to understand) anyway i can see the texture on my new object (single strut) in Metaseq. Then i save the files as .X and when play the game my new objects appear in game!!!!! Now thats a good thing! only........its all black, no texture.. not even on Accountant's base object.. I know the textures wich are assigned have to be in the same hud folder and they are because i saved to the Mod map itself (first i took the original .x files out for later use) but nothing...

So to check this i opened the MQO's again in Metaseq (CCPIT,CCPITlights and CCPITreflect). Now i did not change anything but just saved them as .x in the Hud map. When i now play the game the accountants cockpit appears but still no texture.

When i now replace .x files with the original .x files wich came by the mod.... texture in game...

What am i missing? Can anybody help me????????

Thanks alot! :)
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Vice
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Mod question

Post by Vice »

You're probably just not applying normals the way the game engine needs them. To keep it really simple, just load your new exported X file in Lithunwrap, then save it again using non-compressed text format. Lithunwrap will automatically apply the normals as needed. Other programs should also be able to apply the normals, Lithunwrap is just a common program used over the years.
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Wamcalot
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Posts: 21
Joined: Wed Feb 29, 2012 10:50 pm
Location: The Netherlands

Mod question

Post by Wamcalot »

Hey Vice, Thanks for the fast reply!

that little bit of info was exactly the insight i needed!!!
I just wasn't aware that there where some extra options when saving to an .x format! I was just clicking to fast and thus clicked it away each time the option window popped up. So now i selected the options: normal vector, UV mapping and vertex color and it all works!

I am a very glad person! THANKS!!!!!!!