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**Concerning my new ship model**

The general place to discuss MOD''ing Freelancer!

Post Fri Apr 18, 2003 5:56 pm

this is frequent problem to allot of begining modders and here is the solotion
ceck in fl if the ship is there
the easiest way of doing that is to ceck if turret view works proporly
if the view rotates around where youre should be then the dimensions is incorect
try fixing that
if the vieuw rotates in very very very small ( I mean REALLY small so not not large ) circles than the ship isn't there and you mistyped a link
if neither happens and it rotates in realy lagre cirles than the size/scaling is incorrect ceck that
i often use a profesional scale of 2:1 so you draw TWO times LARGER than it's in the game so the picutures look realy nice
doga's standart scale is something around 1:24 so you draw 24 times SMALLER than normal and your ships is small

i hoped i helped you all out. if you happen to have any questions please post it at
mod announcements under game developing X has made a FL mod. we are a group of 25 modders and YES we know it better

Post Mon Apr 21, 2003 3:38 am

I am also one of the people having problems. All my hardpoints show up with weaopns and such, including the engine glow; even my pilot shows up, sitting in the middle of space. The only thing that doesn't is my ship.

I tried extracting a .tga, renamed it for my ship, assigned it to my hull and the port and starboard wings in milkshape, made a new .mat file with the hull and wings as seperate nodes (tried with one node only as well), following the tutorial for the borg ship.

No matter what I try (names are exact on both texture and material), the ship is always invisible.

Here is the different groups for the hull of the ship: BodyM, BodyD, Marking Bands, Glass, Starboard Wing, Port Wing. Each of these I have assigned to the same texture, except for glass, which is assigned a different texture.

For the material library in utf editor, I have all those groups I said earlier, and in the texture library, I have the two different textures.

In the .ini file, I have the correct path to the .mat and the .cmp files.

What am I doing wrong?

Happiness is a belt-fed weapon.

Post Mon Apr 21, 2003 4:39 am

hi acobar,
when you imported the ship into the game fom milkshape was it upside down?
i had this problem too and i solved it by doing the following;

open up your tga files in something like photoshop,flip them vertically and save this flipped version with the same name in a different folder.
then make your mat file with this flipped version ( make sure you select the slash at the top of the tree before saving the mat ( other wise it saves it as a blank dir).
hope this helps


dr del

so you want to DELiver the files to the back up server so........

Post Mon Apr 21, 2003 4:40 am

Not sure if you have the same problem I had, but mine turned out to be the .mat. First I had the wrong type of TGA file, it needs to be 24bit and uncompressed.

Lets say your texture is body.tga for the main, and glass.tga for the glass. Your mat should look something like this:

/
/ -material library
/ / ---glass
/ / / --- Dt_name ( value in string text = glass.tga)
/ / / ---Type (value in string = DcDt)
/ /--- main
/ /--Dt_name (string = main.tga)
/ /--Type (string= DcDt)
/
/
/ - texture library
/ ---main.tga
/ /--- MIP0 (import 24bit TGA file here)
/
/---glass.tga
/---MIP1 (import 24bit TGA here)

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