more ship making problems

can someone help me fix this ive finialy figured out how to make ships and textures but when theres one problem I find another but the only major problem is I caint get my hardpoints to show up on my ships.I didint notice it until now but they wind up in space or right above the ship heres an image of what im talking about.
2,528 views 5 replies
Reply #1 Top
i dont know the answer to your problems but could you tell me how to make the hardpoints and how to convert ship models into the X file format?
Reply #2 Top
Ive fixed the problem but heres what you'll need a 3d modeling program there are some that can convert to x without need of an exporter any should do 3ds max is the easist one to use I converted this ship in 5 minutes.Ill try to explain it as best as possible take a model any will do heres a list of some the sights that have them for free turbosquid.com,scifi 3d,scifi mesh,celestia motherlode,there are some youll have to pay for models its pretty cheap I bought a starcraft ship pack which cotains over 50 ships stations and parts it was only 10 bucks.see what I mean Im very happy with it. But I find the brigecommander ships are easist to convert you doint have to texture them.They have more than just startrek ships there are all kinds of ships from starwars,stargate,and BSG, and many more to many to name.Ill make a walthrough because no one ealse will.Check back here in a few days.
Reply #3 Top

3ds max is the easist one to use
End of quote


And probably one of the most expensive ones. I'd go with Blender, it's a bit more difficult to use, but at least it's all legal.

Also, 'paying' for Starcraft etc. models, I doubt that includes the rights from the copyright owners.
Reply #4 Top
not really they just look like protoss and terran ships but if you look at the ones in the game there very different.Sorry I forgot to say how much 3ds max is but there are lots of 3d modeling programs better than blender and free.Ill post a list of them with the guide ive tried lots of them.
Reply #5 Top
I have yet to dive into the whole shipyard tasking attempts (at first, a style for each X-Worlds races, plus a few key-tech-adapted ships & eventually all types) but i've got a "good" background knowledge of some entry-level graphic tools.

3D is somehow, a heavy subject where steep learning is involved.

If studioMax is too costly, there is a fair enough freeware version with gMax from the same developpers.
Blender is also a fairly good alternative, but the framework needs quite a bit of thoughts for awhile. Once you get the hang of it though... it should be alright for the purpose of making hard-points X/compatible models. I believe a small plugin is also necessary while the user must be a scripting magician, at the same time.

What matters most, is that whatever program you choose to use, stick with it longterm and concentrate on its features. Versatility comes with a cost. User-Friendly, is a simple opinion.

Over the years, i've managed to test-run a number of 3D tools and soon realized many things;
- To get the job done, you need the exact solution (while having a very tight gap for required "functions").
- P-a-t-i-e-n-c-e.
- RTFM. Read it again. Once more. Check every slight details about WHAT it is you are currently aiming for. Read twice. Get the darn process(+++) INTO your mind. Find the optimal routine and exploit the advantages.
- Sometimes it is easier to obtain pre-made stuff than to create everything from scratch!

In general, i'd say Modeling is relatively simple (Noobs, perspective, patches, texturing, polygons, resolution, algebra, geometry, spatial coordinates, fusion, etc.) and with the proper enviro, anyone can achieve what they should -- quickly or even, faster.

- Zyxpsilon.