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3d Studio Max to Milkshape 3D Plugin?

The general place to discuss MOD''ing Freelancer!

Post Tue Apr 08, 2003 9:17 am

by just looking at the fl fighters, i say they all have (in the highest LOD) about 2500-300 polys

Post Wed Apr 09, 2003 7:04 am

What i'd rather have is an exporter for 3dsmax to cmp so i can bypass the poly limit. Its frustrating to be limited to 10k only when your building huge warships.

Post Wed Apr 09, 2003 9:57 am

If you want a 3d equivalent of Windows Explorer, get 3d deep exploration by right hemisphere. it supports nearly all of the well known formats from obj to 3ds to peo blah blah.

Post Wed Apr 09, 2003 8:22 pm

Wanderer--> your probably out of luck. I doubt frelancers engine will go for that many polys, and even if it does it'll wreck framerates for everyone. Mayor battleships and installations could do with more polies (it's also hardware dependant), but 10k is probably pushing your luck over and beyond what the engine programmers had in mind.

Again, it might be possible, but think of the framerates (also for those without cutting edge pc's).

Post Thu Apr 10, 2003 3:30 am

Maybe, maybe not. I have a really good cruiser ready to go but its at about 14k polygons. The whole animation runs very smoothly when i use max to get it moving around so it might work smoothly on most systems. After all i'm using a PIII 800 with 256m RAM and a 32M Graphics card. Most people nowadays have a more powerful rig. I might be able to put the main body of the cruiser in since its only about 5k polygons though but that means that i'll have to use default turrets. Thats not really advisable since i designed this cruiser to be sleek and fast looking while carrying an impressive forward arsenal.

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