Custom .X files disapearing in ship constructor
after adding a few modules core ship disapears
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GalCiv2 Forums
I sucessfully was able to import a new .X file hull with hardpoints (still have texture issues but I'm working on those) the ship works fine in the editor as long as you have less than 10 total components or 3 or less weapons or engines, when you exceed this number the model disapears and leaves one floating hardpoint and module on the screen, no amount of zooming will restore it, removing the module doesn't work either. However the ship shows up correctly in game if saved, albeit with only the modules previously placed (so large hulls don't work well at all since you can't fill up enough hardpoitns before the error occurs) since upgrading strips the hull currently it also makes it so you can not put more modules on the vessel.
the ship was exported with panda Xporter (latest version) from max 7
I have been having issues with textures showing up as well, I have tried .dds .png and various combinations of settings
does the base texture have to have transparency to work or is that just to have stripe colors and trim colors?
there seems to be specific naming of the materials in the .x files that are not in the max files, does this matter?
I will try exporting the example ship later and see if that works completely maybe I can debug the error from there
additional modding questions
max model size seems to be around 5km, both the clipping distance and the combat make larger impractical, any settings to override these values?
looks like the engine can handle 10K poly models pretty well, is there any lodding going on (dynamic or otherwise ) to help performance ?
what is the maximum texture dimensions 2048x2048
can non square textures be used (1024x512) ?
how are multiple objects per model supported? through material ids or seperate objects (seperate objects causes issues on ship death)
I know it's low priority, but it will hurt the modding scene if at least a temporary work around isn't found
the ship was exported with panda Xporter (latest version) from max 7
I have been having issues with textures showing up as well, I have tried .dds .png and various combinations of settings
does the base texture have to have transparency to work or is that just to have stripe colors and trim colors?
there seems to be specific naming of the materials in the .x files that are not in the max files, does this matter?
I will try exporting the example ship later and see if that works completely maybe I can debug the error from there
additional modding questions
max model size seems to be around 5km, both the clipping distance and the combat make larger impractical, any settings to override these values?
looks like the engine can handle 10K poly models pretty well, is there any lodding going on (dynamic or otherwise ) to help performance ?
what is the maximum texture dimensions 2048x2048
can non square textures be used (1024x512) ?how are multiple objects per model supported? through material ids or seperate objects (seperate objects causes issues on ship death)
I know it's low priority, but it will hurt the modding scene if at least a temporary work around isn't found