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Where can i park my TigerShark?

The general place to discuss MOD''ing Freelancer!

Post Mon Mar 17, 2003 7:38 pm

Hey, thats excelent work - This will be the first model imported into the game will it not? I will definatly be getting this baby as soon as possible

Again, great work man!

Post Mon Mar 17, 2003 9:52 pm

Nice work HCL, one step ahead.. I've got materials loading myself, just not the mesh data yet. I'm trying to fix my old homeworld import before I work on a new one.. problems with multiple materials per mesh.

Tim.

Post Tue Mar 18, 2003 8:50 am

*bump*

Post Tue Mar 18, 2003 10:50 am

Advanced texture support , reflection maps etc , how is that looking?

Post Tue Mar 18, 2003 11:04 am

just wanted to see about how close we are to you tossing the plugin out or the such? I would love to be able to hammer some stuff out for this and add it to the game hehehe

Post Tue Mar 18, 2003 11:28 am

Freelancer install's dx9 but doesnt really utilize any fancy vertex / pixel shader's as far as i can see, but if the support was there it'd be awesome.

Post Tue Mar 18, 2003 6:39 pm

Hi, new arround here, tho I've been very busy in the last days reading your forums, I was wondering if you could do a 3dsmax Model Exporter? cuz I got some nice models ((mainly Star Wars Ships and some other personal ones)) that I'd really love Importing to Freelancer...

Anyone would love to see an Imperial Class Star Destroyer I'm Sure hehe

Post Tue Mar 18, 2003 8:30 pm

The big question will be weather you could make the exporter util capable of translating 3dsmax and Truespace .obj files ^^ at that point i could translate all 63 ship models i've been building up .. all under 1000 poly count too!

Post Tue Mar 18, 2003 9:45 pm

it should be possible for someone with the 3dsmax sdk to program a plugin for it, or for someone with knowledge about the .3ds and .obj file-formats to program a converter with the sourcecode of HCl's milkshape plug-in and the file-format documentation...

HCl

Post Wed Mar 19, 2003 4:48 pm

Regarding other plug-ins converters, it's exactly as RubberEagle said. This was addressed on the previous page on this thread btw.

Ok, i've uploaded a CMP and MAT file for the TigerShark here. I altered the original conversion to allow for more acceptable positioning of hardpoints, engines,etc. After testing this a bit further i noticed that even if you don't replace li_playerfighters.mat and li_elite.cmp with the TigerShark files, it's still possible to sometimes get things broken (wrong textures on this and other ships, on some circumstances, for one). I'm currently investigating why this is happening, anyone wants to help me figure this out? Right now i suspect of some UTF fields both on the CMP and MAT files having the same name that the Li_Elite counterpart may be messing things up... i'll be releasing my little UTF tool either later today or tomorrow so you'll be able to mess around with these soon too. I may have forgotten to edit some INI tho.

In any case, here are the files, you'll be able to play with them a bit. To replace the Defender with the Tigershark (probably the quickest way of testing this) you need to edit shiparch.ini, search for the li_elite entry and:

- Delete the 6 [Simple sections afterwards, they are unnecessary since the ship is made only of one mesh.

- The ship only has one LOD, so i had to edit distance of other LODs so that the ship wouldn't disappear... This seems to work:

;LODranges = 0, 75, 150, 1300
LODranges = 0, 999999, 999999, 999999

- Change the archetype and material files... For example:

;DA_archetype = ships\liberty\li_elite\li_elite.cmp
DA_archetype = ships\custom\wc\tigershark.cmp
;material_library = ships\liberty\li_playerships.mat
material_library = ships\custom\wc\tigershark.mat

- The TigerShark has 3 exhaust noozles, not 2:

;num_exhaust_nozzles = 2
num_exhaust_nozzles = 3

- And that should be it

The Milkshape plugin shouldn't take long, the TigerShark was converted with an early version of this plugin btw It should automatically rotate and scale the ship so that converting StarLancer ships will be a simple matter. I will *try* to get it released this weekend.

Post Wed Mar 19, 2003 6:48 pm

GOOD !
But are you sure there is no more ini editing ?
The model is the good one in the Ship Dealer, not the material. In flight the model is simply a mess of the Defender....
Maybe I miss something

HCl

Post Wed Mar 19, 2003 8:55 pm

Looks like you encountered the problem i described... Am i sure there is no more ini editing? Well, no at this point i'm not sure of anything In my experience, if you load mission 5 or 7 in single player, the fighter will be OK. It usually is broken on earlier missions (and i sold the defender on later missions, so i don't know).

I could use some help tracking this down... If you download the ship files, you could check the INIs and see if i didn't miss anything. Also, instead of replacing a ship, maybe creating a new entry will work better? If someone wants to try this, let me know the results! Right now my approach is to finish the UTF tool and checking the importance of 2 strings on the TigerShark UTF files. My current theory is that they have to be unique and specially-crafted in order to have the model load correctly in every situation. I'll keep you informed of what i find

Post Wed Mar 19, 2003 9:13 pm

Yes you are right, it is better with a level 13 save game...
REALLY BETTER !

Post Thu Mar 20, 2003 2:52 am

Hello, I have been looking around the forums and such for awile, And I am a Lightwave 3D modeler, I know that you dont support other 3D software, but I am dieing to make some ships for it. My modding group is currently making an Anime mod for Heagemonia, Bridge Commander, Star Fleet Command:OP and Starfleet command 3, and Armada 2. I would love to port these models we are developing to this game. I want to know if you need any help on anything for this Milkshape Importer/exporter let me know, I dont have any programming experiance, but I am sure I will look into it further down the road.

Here is my adress. Thanks,
[email protected]

Post Thu Mar 20, 2003 2:04 pm

Great work HCI!



Fluffle Master..

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