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Lorien
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Post by Lorien »

... loading in the ship models into 3DS Max 5. Anyone got one? :D
(The plugin initialises itself and the .dll's are in the system32 folder)
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Commander Jamieson
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Post by Commander Jamieson »

If you mean EGOSOFT's own bob file ship models, you can't!

If it is a downloaded 3D model, it has to be in a max, 3ds or obj format (there might be others, just look in the import menu) to import into 3DMax 5. Then export it with the EGO dle plug in as a bod file per instructions in the Mod Kit's gfx.pdf file.

If the imported model has a very high polygon count, it will not be visible in the game after substititing it with another ship in the game (say the 0470.bob, the Nova)

Cheers
Last edited by Commander Jamieson on Fri, 9. Apr 04, 22:56, edited 1 time in total.
Lorien
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Post by Lorien »

Commander Jamieson wrote:If you mean EGOSOFT's own bob file ship models, you can't!

If it is a downloaded 3D model, it has to be in a max, 3ds or obj format (there might be others, just look in the import menu) to import into 3DMax 5. Then export it with the EGO dle plug in as a bod file per instructions in the Mod Kit's gfx.pdf file.

Cheers
Thanks. That's what I thought. I just wanted to make sure that I hadn't missed something.
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esd
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Post by esd »

CJ - I would be profoundly grateful if you could write a little walkthrough for replacing a ship ingame with another. There's a lot not covered in the PDF, and no matter what I try, I can't get it to work. :(

Please help! :D
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SimonDR
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Post by SimonDR »

esd wrote:CJ - I would be profoundly grateful if you could write a little walkthrough for replacing a ship ingame with another. There's a lot not covered in the PDF, and no matter what I try, I can't get it to work. :(

Please help! :D
Try this http://www.egosoft.com/x2/forum/viewtopic.php?t=39577 .

Any problems let me know and i will be glad to help.

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