Sat Feb 01, 2003 11:42 am by Deviant
It's been a while since I made a ship, but I've done it... now... errrr... how do you do this again? Man, I've been trying all night... it's friggin' 5:30AM now... I got my model in Milkshape, one texture (taken from the game), all mapped, I use the Milkshape .shp exporter (because I prefer the multiple blocks instead of just one), but when I go to import it in SLEdit (to get the texture into the TCACHE for SLTool editing) I get this message titled "SL Edit - TextureList()" with the text "This is not a valid SL shp file"... anyone have any idea what I've got wrong here? Do I maybe have some files in the wrong spots, or what? At this point, I'd settle for anything to get it done, but I prefer converting through Milkshape. It's how I've always done it in the past... map texture in Milkshape, export to .shp w/ one texture, import in SLEdit, Grab the SLEdit .shp file, edit that in SLTool, replace initial SLEdit .shp with updated SLTool .shp... I HATE it when you get a ship all friggin' set, you just gotta do a few more things, and WHAMMO! No ship for you! I want to finish this fragging ship!!!
Also note, I tried the 3ds converter... same issues. When I manually import a texture, it reads as 8-bit, but after the import it reads as 0-bit... I don't even know what that's supposed to mean! *urge to kill rising*. I tried opening the .shp in SLTool, but that couldn't see a texture either... &$&$%& %&#^ ^&%$&^ $% %$^ &^&%^ #$^ %#$% %^$% &^%&# % #$@% #^$%& ^& %$^& ^ %$#^ % #@$%!!!!!!!!!!!!!!
EHHHHHH! So anyway, it's based off the Rheinland Heavy Fighter... like a precursor to it or something. I thought it'd be neat. Now I'm right... on... the ... brink! That's it... I'm pulling the trigger... MISSION EDITOR! AH HA HA HA HA!
Edited by - Deviant on 01-02-2003 11:49:05