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STUPID QUESTION

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Post Sat Apr 12, 2003 1:40 pm

STUPID QUESTION

ok, ive got a couple of really stupid questions, but i cant seem to find any answers:

1 how do i specify regions for hardpoints on my models in milkshape3d?
2 do i have to?
3 do i have to make a pilot mesh(like the one you can see in the cockpit on rearview)

ok, thanx in advance and feel free to abuse me if theyre REALLY stoopid

One by one the penguins take away my sanity

Post Sat Apr 12, 2003 2:41 pm

Let's see.

1. Did you download HCl's exporter plugin yet? Have you taken a look at the readme file that accompanied it? Or at the example dralthi that was in the package, too? Just a hint, because there you will find your answer.

But in short, you need to create dummy triangles that are named after a certain pattern (Hp/*fixed or revolute*/*type of hardpoint*) which in detail is decribed in the readme.

2. If you want to use the model in Freelancer, yes.

3. Nope, you don't have to do that. You just create a hardpoint called HpPilot where you want the pilot to be. The rest is the work of the ini's, because in Freelancer, there is only one pilot model for all occasions, so you just need to assign the pilot to your ship, and the game will place it where you have placed your HpPilot.... not that it would do any good, since up until now, it isn't yet possible to have transparancy on your model on export, so you wouldn't see the pilot anyways.


T448 ... out.

Post Sat Apr 12, 2003 2:52 pm

thanx for that, ive got the exporter now and the example has solved quite a few problems as well

One by one the penguins take away my sanity

Post Sat Apr 12, 2003 3:41 pm

Look at this
Pic
You have to add a mesh for the "glas" and atache a Glas material
i cant see the mesh in the .cmp file but it works
Here is my THoGmod.zip.flmod
And the Milkshape model THoGmod.ms3d

Edited by - gaspode on 15-04-2003 13:57:04

Post Sat Apr 12, 2003 5:57 pm

Interesting, Gaspode.

Seems as if I a) stand corrected and b) have to to a little rework on my Blue Moon....

EDIT:
Say, how did you exactly do it? I used your model as reference and tried the same with my ship model, but ingame, everything behind the glass is just deleted... looks odd if you can see right through the bottom at the torpedos floating beneath you. ^_^" I presume the is some mistake I made regarding the transparency, but I dunno where.

T448 ... out.

Edited by - Twycross448 on 13-04-2003 02:19:02

Post Sun Apr 13, 2003 1:51 am

first - can you see the glass ?
-if yes then , as far as i know , the vertex are singelsided so you have to draw
a "wall" behind the Pilot -> clos the hull
second -if you cant see the glass
I dont know how to create a glass texture -> i copyed one .mat file and edit it
to my needs
and remember the correct names of the materials -> always the same in MS3D and the .mat file

Post Sun Apr 13, 2003 4:40 am

Okay, I'm done. Thanks for the input. But the real reason were some polygons facing in the wrong direction. ^_^" Talk about funny mistakes....

T448 ... out.

Post Tue Apr 15, 2003 8:37 pm

I have two ships done in doga one fighter and one battleship. I can import them into milkshape and that is all.I have no clue on adding hard points or anything else. They are cool looking ships and I can not wait to fly them but I do not know how to import them to freelancer. I tried using your example but no good.

Gaspode I was wondering if you could help me import them into freelancer. If you do I will share them with you.


May strong survive and weak perish

Post Wed Apr 16, 2003 12:42 am

Hey gaspode thats really good show me how to do that so i can make my stuff

Post Wed Apr 16, 2003 3:46 pm

I used the tutorial from Zeus here

- there are only foure things
1. Material
- you can create youre Model with more than one mesh
in MS3D
scorpion <Mat.:scorpion>
scorpion01 <Mat.:engine_grills>
scorpion02 <Mat.:S_glass>
- I copyed the li_playerships.mat then (with utf_edit) deleted all but thee
materials and renamed them
to my needs (dubbelclick on the tree)
- Import the new materials ( I made .dds files -> make a 512x512 tga ->
save it to dds with "generate new mip Map" )
2. Icon at the Shipdealer
- Edit your goods.ini the Hull
item_icon = Equipment\models\commodities\nn_icons\sco_fighter.3db
- Copy a existing .3db file
- rename it
- open with utf_edit and export the tga from the Texture library
- as I figured out this tga have a special colorpalet so be carefull
with editing
- import the modyfied tga and save
3.The Cockpit texture
- same thing -> copy -> rename -> edit -> save
4.the .sur
- as far as i know they are need to get Hull damage
- so -> copy -> rename

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