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Ship models

The general place to discuss MOD''ing Freelancer!

Post Sat Mar 29, 2003 9:17 am

Ship models

Okay, I hate to be a pain in the rear, but it seems like I am not the only person having this problem.
How in the devil are we going to get new models into the game? Even if we have to edit the ones that already exist.
I can rip and modify textures, colours and everthing else, but.....
I can't view, edit or replace basic models. I would like to be able to pull the current models and see if there is anything special about them so I can get to work on some of the ones I have now.
I am making the assumption that .3db is similar to .3ds but I can't be sure. Also, I have seen mention of milkshape in the forums. Now, maybe I am missing or forgetting something and I apologize in that case, but please can someone tell me how to pull out the current models and maybe even put new ones in?
In at least one game I worked on, the models had to be a specific size, or the game engine would crash.
Any help with this would be appreciated.


You want funny? Go look in a mirror[!

Mos

Post Sat Mar 29, 2003 1:17 pm

BUMP

Post Sat Mar 29, 2003 1:23 pm

you mean you want something like that:


check that thread

Edited by - RubberEagle on 29-03-2003 13:24:42

GAG

Post Sat Mar 29, 2003 1:39 pm

RE you really shouldn't tease LOL

did you replace one of the existing ships in freelancer or add a completely new one?
if you added a completely new one, does your ship apeaer in the station/planet rooms, cos i have my ship added as a new one but cant get them to appear on planets only in space? any ideas. cool ship btw

HCl

Post Sat Mar 29, 2003 1:40 pm

In case you're curious btw, RubberEagle, GAG and CapnEisen have been beta testing my Milkshape CMP exporter plugin. No serious issues seem to have been found, so a first version will be released this weekend (meaning, either this night or tomorrow), along with VMesh documentation

Mario

PS: Great work on your T-Bolt, RubberEagle!

Post Sat Mar 29, 2003 2:00 pm

i really couldn't resist anymore
You can't imagine what i felt when i saw the t-bolt take off from manhatten for the first time

@ GAG: I've added it as completely new ship... but you have to remember, that a shipdealer can sell at max 3 ships, and every station has a "display" limit (how many ships stand there in the shop). on manhatten it's 3, but on smaller planets it might be just 2, so a 3rd ship would only be seen in the "for sale list"...

Edited by - RubberEagle on 30-03-2003 11:38:25

Post Sat Mar 29, 2003 11:36 pm

yeah really good ur ship,

i'm looking too for adding new ship in this game,specially for a export plugin for 3DSMAX,or a soft which can convert 3D object to freelancer file.

Post Sat Mar 29, 2003 11:52 pm

Rubber Eagle is there anyway you could put your CMP and MAT files up for download and the info fr shiparch.ini?

I would really like to include this in my mod, I assume you modeled this off the Bab5 fighter I love that show! WIsh I could see it again

Post Sun Mar 30, 2003 2:40 am

No offense but while i love B5 and am an avid follower of it . this looks like the exact mesh from the bud5 I-war 2 mod of the flyable t-bolt ...


not that hard to port a ready made mesh ... just wondering.

Post Sun Mar 30, 2003 9:51 am

It's not the Buda 5 model..
I made this model in november '01. Everything, the mesh and the textures.

and if you look closely at this screenshot , you'll see the differences in the model and the textures.

the model still has some flaws, like no textures on the back of the main hull, the little things on the wings are missing, and the thing under the top wing on the left side has false texture-mapping....

Greetings
RubberEagle
-------------------
Project Lead for Babylon5 TC for StarLancer

" ad hic, ad hoc and quid pro quo -
so little time, so much to know"

Edited by - RubberEagle on 30-03-2003 10:58:01

Post Sun Mar 30, 2003 12:25 pm

Yeah, that was pretty much what I wanted to do.
Looks like there is hope yet.
I'll be looking for your importer/exporter.

Thanks
Romstar

You want funny? Go look in a mirror[!

Post Sun Mar 30, 2003 6:48 pm

That T-Bolt looks great RubberEagle. But I'd like to fly a WhiteStar and Shadow crab a little more. hehe. How did you get the exaust ports looking right? Did you only need to put the exaust ports to = 4 and they went in the right place for the model?

I've been working on implementing a B5 political "race" model after all the major ship models are in-game. But only the races home system will have planet model alteration and the rest will just have a planet name change. Ex. Sol system with all the planets (although I think someone is already working on this for other reasons so we don't have to).

Post Sun Mar 30, 2003 6:58 pm

The exhaust ports were quite easy to do.
You just have to put a dummy triangle in milkshape where you want a hard point to be and give it the right name, and when you export the model to the cmp format, it translates that into FL Hardpoints. It's a great simple system HCl came up with
(and then off course i had to set the exhaust ports to 4 in the ini)

Post Sun Mar 30, 2003 7:27 pm

Your right, that does sound easy. Please test if you can import a model without any convertable exaust hardpoint and see if the game doesn't crash without that visible exaust stream. If that works then the gravity driven ships will look right. All we'll need then is the correct weapons effects for the ships. I'll start on some of that this week.


Edited by - Charok on 30-03-2003 20:27:43

Edited by - Charok on 30-03-2003 20:28:22

Post Sun Mar 30, 2003 7:35 pm

Will you be able to edit or create planet models too? Because I'd really like to see a Death Star in place

There are only 10 kinds of people in the world:
those who understand binary, and those who don't.

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