New to EM modding...

Custom mods, stories, and artwork based on the Evochron / Arvoch universe.
Raven0
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New to EM modding...

Post by Raven0 »

Allo everyone. I'd like to start modding for Mercenary but running into a few problems. Blender apparently doesn't export .x files into the right format for EM. The reported fix is to filter through lithunwrap, which worked for a few experiments. The question: what do I do when lithunwrap chokes on the file? I have several models waiting to be converted, including several Babylon 5 Starfury variants. This game rocks out loud and the modular ship construction set off a few thousand model ideas. Can someone help before I have a creative aneurysm?
Raven0
Lieutenant Jr. Grade
Lieutenant Jr. Grade
Posts: 77
Joined: Mon Jun 06, 2011 2:08 am
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New to EM modding...

Post by Raven0 »

After numerous hours and the loss of a bit of sleep, finally figured out that lithunwrap was choking on blender's material setup. Delete materials, lithunwrap has no problem. Once I sort out texturing, scale, and axis orientation, the Starfury conversion is a go! Not quite sure how to do texture, normal, or shader mapping yet, but for now I'll settle for EM's stock texture just to get proof of concept. Expect a trial release for testing soon. Also, does anyone know how to place thruster flare and/or weapon coordinates?
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Marvin
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New to EM modding...

Post by Marvin »

:cool: Try sending a U2U to warsign. If he has checked the option for alerting his email, he'll know to log in and read it.
Raven0
Lieutenant Jr. Grade
Lieutenant Jr. Grade
Posts: 77
Joined: Mon Jun 06, 2011 2:08 am
Location: Corner of No and Where

New to EM modding...

Post by Raven0 »

What are the odds of finding a copy of hull2.dds or any of the original game files? c:\\sw3dg doesn't have anything I recognize as models or textures so I'm guessing they're either hidden or packaged somewhere. Having access to those files would really make things easier...