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SW Ships Coming Up! (TIE and Xwing FLMM Version Released )

The general place to discuss MOD''ing Freelancer!

Post Tue Apr 01, 2003 9:56 am

SW Ships Coming Up! (TIE and Xwing FLMM Version Released )

[Edited for Release of TIE and XWing pack
Since HCI released that milkshape plugin, i just could not wait to get my hands dirty on some new ship models for FL. Since i am a starwars fans, i started on a tie fighter. Oh man, finally i get to fly my own Tie!!! Now so can you.

TIEs and Xwing pack released (by c06alt and rapid)

If you have the previous Tie_Pack Mod, make sure you delete that old Tie Fighter Mod before installing this one. If you are using FLMM, simply click delete. If you imported it by editing the .ini file, be sure to remove all the entries and files related to the old Tie_Pack Mod. This mod combines the exisiting TIE pack with XWing to remove the conflict in FLMM.

You can download the TIE and Xwing pack here at:
Free Worlds: Freelancer TC Mod

New Ships in this pack: (on sale at Planet Huston)
Note: New Ships do not replace exisiting ships.

Tie Figher
screenshot

Tie Inteceptor
screenshot

Tie Defender
screenshot

FC Xwing

note:For BiniQDU users, go to your shiparch.ini file and change all the LODrange for the TIEs to:
LODrange = 0, 999999

Rapid





Edited by - rapid on 25-04-2003 02:11:15

Edited by - rapid on 25-04-2003 04:56:32

Edited by - rapid on 25-04-2003 05:20:04

Edited by - rapid on 25-04-2003 06:21:17

Post Tue Apr 01, 2003 10:36 am

Looks good, might try equipping it with skyblast turrets for weapons, they're green linked and don't stick out as much.

Post Tue Apr 01, 2003 10:43 am

Nice T, should be a bit bigger so the guns dont stick out that much

Post Tue Apr 01, 2003 12:34 pm

Or, alternatively, put the weaponhardpoints way back into the model so only the tip shows (shouldn't be a problem, since TIE's have fixed weapons that only fire straight).

On another note: Well done. Keep that level of excellence and make a TIE Defender.... (/shameless-suggestion-of-what-I'd-like-to-see)


T448 ... out.

Post Tue Apr 01, 2003 3:28 pm

looks nice,very nice,i want 1 now.lol.

Post Tue Apr 01, 2003 5:42 pm

cool, thanks for all the suggestions, i probably will push the gun back and make them stationary.

Oh no worres, there will be a tie defender. I am making all the tie series including tie fighter advanced.

Darn it..
still can't figure out why the tie's gone missing during the landing and launching animations?
Any idea why???


Edited by - rapid on 01-04-2003 18:43:30

Post Tue Apr 01, 2003 6:14 pm

dont fix the guns on 1 spot, it will be imsossibel to fly and shoot then, as the guns refuse to fire when you get out of the aim zone.
Or place additonail turrets on the solarpannels, I know it isnt like the real Tie but it will shoot/fly a bit better and Tie Fighter MK II doesnt sound that bad?

Post Tue Apr 01, 2003 6:36 pm

if you have played x wing alliance you know that there is already a tie with turrets called tie experimental mk 2

Post Tue Apr 01, 2003 6:40 pm

Well, they weren't moving turrets so your aim was still fixed. I actually think that wouldn't be so bad in FL, maybe allow them to aim 5-10 degrees up/down but that's it. Too easy to just generally get behind a target and start moving your mouse across the screen.

Weren't those ships unmanned too?

Edited by - LordZach on 01-04-2003 19:40:18

Post Tue Apr 01, 2003 8:01 pm

Looks really good...However if you want realism....Remove the shields....lol

Unless you make it a Tie MKII....Then you can put shields and other weapons.

Only some of the Experimental Ties had shields (From X-W:A) and the Tie Advanced, Tie Defender also.

I would like to see a Tie Defender in there...They are a pain to keep targeted...because they were fast and maneuverable.

-Arg

-If you want to flame me...Don't post it in here...email me at [email protected]

Or call 1-800-RYP-OFF1

Post Tue Apr 01, 2003 8:30 pm

TIE Fighters can fit shields. Being the supreme Star Wars junkie that I am I know TIE Fighters, Bombers, and Interceptors can fit shields, it's just that like 99.9% of them never did. This was accomplished by Admiral Zaarin in one of the books and the performance of the TIE Starfighter was not effected If my extensive SW knowledge is needed in the future for any mod-related stuff, just ask ^_^

Post Tue Apr 01, 2003 9:39 pm

Woha Thanks for the specs on the tie, i will try to meet them. All the issues with the model are solved. Now i am working on final touch of smoothing the edges of the ship.

So far this is the spec for the Emperial Tie Fighter:

Weapons:
2 Gun/MIssle Hardports Max Level 10 (i decided for them NOT to be stationary, kind of hard to hit other ppl that way)
1 Cruise Missle Launcher

Shield:
1 Elite Fighter Shield Max Level 10
(keeping the shield, i am not that good of a pilot to fight w/o sheld )

Misc:
1 Thruster
1 Counter-Measure Launcher

Size is close to a starflier's size, a Tie Fighter is by no means a big ship

If you want to see modification on the specs or the looks, please post before its release (before end of today I hope) and i will try to make the best of them.

THanks again for all the input

A screenshot of 3 tie fighter in formation


Next Up: Tie Defender

rapid








Edited by - rapid on 01-04-2003 22:45:31

Edited by - rapid on 01-04-2003 22:46:10

Post Tue Apr 01, 2003 9:50 pm

**SSSSSUUUUUCCCCCCKKKKKIIINNNGG IN OF BREATH**
luuuke the shipdealer is your father....
now make the shipdealer look like darth vader and she's all good

sorry random thought...
she looks miiint
duuhh duh duh duuhh duh duhdah

i'll shut up now
err maybe mount the gun gimbals in cavity's in the x-member?

- All we see or seem, is but a dream within a dream. -

Edited by - Stryfe on 01-04-2003 22:53:59

Post Tue Apr 01, 2003 9:52 pm

Are you going to have it replace the patriot? I hope not, I love that thing.

What do you play to have the cargo set at? In terms of realism I'd have to suggest 5-10, I know people are going to think I'm crazy but that thing really has ZERO room for cargo, it's a miracle they can even fit the laser cannons in.

Post Tue Apr 01, 2003 10:02 pm

I will only be releasing the model .cmp and .mat files. To import those models and replace or create a new ship, you need to go throug the .ini editing process. Look around the fourm and there are tutorials that help you do it. A new ship editing program is out too, so it shouldn't be too hard.

I will still include a .readme at release to speicify the fields in .ini that need to be edited. You can essentaially replace any fighter ships with this model, or create a completely new ship too.


rapid

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