Author Topic: Using MPE and working ship Hp's  (Read 2509 times)

Offline Phoenix Bondi

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Using MPE and working ship Hp's
« on: July 15, 2008, 04:32:56 AM »
ok, im lost, confused and wanna jump off a cliff - no really its P*ssing me off that much lol

ok i've loaded my bird of pray into the MPE but when i try to add a property it crash's any sugestions??

ps i have no clue wat im doing so any hints would be fricking brilliant, lol
thanks all
Noob - Nix

Offline MLeo

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Re: Using MPE and working ship Hp's
« Reply #1 on: July 15, 2008, 06:32:02 AM »
Tell me the actions you are doing. Step for step.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

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Offline Phoenix Bondi

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Re: Using MPE and working ship Hp's
« Reply #2 on: July 15, 2008, 06:55:08 AM »
loading ship into mpe  :lol:
click on add property
click on add (anything)
Crash :p  :lol: dont that just suck  :(

Offline MLeo

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Re: Using MPE and working ship Hp's
« Reply #3 on: July 15, 2008, 07:16:58 AM »
Did you also load the hardpoint?

TBH, I'm not that well versed in MPE. ^_^'
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Vampire

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Re: Using MPE and working ship Hp's
« Reply #4 on: July 15, 2008, 09:36:51 AM »
I had a problem similar to that once.
What I did was delete the entire SDK folder, and re-extract the sdk archive.
Fire up MPE and tried it. It worked for any ship I wanted to modify.

Try it and see. Otherwise I'm stumped  :lol:

Offline Phoenix Bondi

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Re: Using MPE and working ship Hp's
« Reply #5 on: July 15, 2008, 10:40:14 AM »
even if and when it start's working i have no clue wat to even do, its a completely new ship so i have no script's or anything for it :D

Offline CJLarkin

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Re: Using MPE and working ship Hp's
« Reply #6 on: July 15, 2008, 10:57:37 AM »
i have no script's or anything for it :D

If that's the case, wouldn't you have to define such properties?

Load the model, then go to Property > Show Template List. Then select the type of System/Subsystem you want, then click ok. THEN you can add property, but only the ones you've defined in the Template list.

I hope this helps :)
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Offline laguardia528

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Re: Using MPE and working ship Hp's
« Reply #7 on: July 15, 2008, 11:09:12 AM »
Another question: When you click add property, is your sub menu on the right selected on scene root?

eg.  the white box on the right with the word "+noname" in it should read
"-noname
        -noname                                                                                                             
            +scene root"

and have scene root selected.

Offline JimmyB76

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Re: Using MPE and working ship Hp's
« Reply #8 on: July 15, 2008, 11:17:57 AM »
also - i would recommend going thru BCU (trying the search function), as there are alot of threads that describe in detail how to use MPE...
going thru the FF forums (search function there also) will yield quite a bit of information also...

Offline Phoenix Bondi

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Re: Using MPE and working ship Hp's
« Reply #9 on: July 15, 2008, 11:52:37 AM »
yer i thought that  :? couldn't find anything though :( i looked for ages & ages :(

Offline laguardia528

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Re: Using MPE and working ship Hp's
« Reply #10 on: July 15, 2008, 12:19:39 PM »
I'm pretty sure there was something about MPE here at BCC, but i can't find it.

Offline tiqhud

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Re: Using MPE and working ship Hp's
« Reply #11 on: July 15, 2008, 04:05:35 PM »
make sure your model scale is set right.
TiqHud
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Offline Phoenix Bondi

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Re: Using MPE and working ship Hp's
« Reply #12 on: July 15, 2008, 05:18:48 PM »
yup done that, to start with i first select the BOP one there is and lower the hitpoints as of that part