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Star Wars Lambda Shuttle

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Post Tue Apr 15, 2003 1:59 am

Star Wars Lambda Shuttle

Hey all, just me again. Figured nobody was gonna look at anything unless I actually gave this an interesting subject header that might get interest. Anyway, I have my Lambda shuttle almoast done and just have a few more things I need to do, and a couple things on my wishlist. As well, I need a hand with a few things that I just can't figure out. Spinning my wheels, so to speak. Anyway, here's how it looks at this minute.





Now for my wishlist. I'm sorry if this is already covered in the forums but I really couldn't locate the information I needed, even a link to a tutorial would help;

1. I need to find a way to make the forward guns have atleast a small range of fire while not having an arc large enough for the gun to actually be on the outside of the ship. Basically I'm trying to make it look like the guns, which are on the actual model, are what's firing. Even finding a way to make the guns you mount to be invisible, without making the gun invisible no matter what ship you put it on, would be awsome.

2. I havn't got the first clue how to tell the game where the impact zones are, absolutely any help here would be greatly appreciated.

3. For some reasons the thruster doesn't work AT ALL. I have the thruster code in my shiparc.ini as well as having a hardport on the actual ship for the thruster. Any ideas?

4. This is a little more advanced. I actually have an animation of the wings rising and landing gears dropping, atleast in 3DS Max format, and I was wondering what the procedure might be to put that on this model in FL. Or if it's even possible without getting TOO advanced in coding.

5. No matter what I do I can't get the upper fin's texture map to appear. I checked the names more than once, made sure it was a TGA file, and double checked everything in the MAT file to ensure it was setup right. It still won't show. Ideas please?

Thanks in advance for ANY help you can give, my next project (as soon as the Lambda bugs are worked out) will to make an EP2 transport ship. I already have the model done, infact I have a huge database of models in LWO and 3DS formats. You can see the 3DS MAX render below so you get an idea of what ship I'm talking about;





I figure this transport will be alot easier because #1, I don't have to do any transparent textures like I did for the front window on the shuttle, and #2 there arn't any issues to worry about as far as things going through the ground when you land. *LOL*

Catch ya later, hope to see my answers here soon cause I just can't stop modding. It's like a bloody addition or something.

~Jay~

Fortune favors the strong mind.

Edited by - Jackel on 15-04-2003 03:04:47

Post Tue Apr 15, 2003 3:44 am

thats really nice you should try to add 2 pilots to the lambda

Post Tue Apr 15, 2003 3:54 am

a great start to a star wars conversion. assuming you can get the kinks out, it looks great.

is it a lot bigger in size than normal fighters in fl?

a suggestion: try to hook up with the people in the SW mod thread. i'm sure they wouldn't mind help from a modeller who obviously knows what he's doing. who knows, maybe all of your models can be used to help make a SW TC mod.

Post Tue Apr 15, 2003 4:59 am

Yea, I've been thinking of firing up Poser and adding a couple pilots. Not sure how my poly count would be at that point though. Only problem with MilkShape is 90% of my models won't import because they have too many polys and I can't get them any lower without loosing ALOT of detail.

As for the size, the hight is just a bit less than the spacedock doors at Norfolk Shipyards. Hight being top wing, to bottom wings.

~Jay~

Fortune favors the strong mind.

Edited by - Jackel on 15-04-2003 06:00:58

Post Tue Apr 15, 2003 5:58 am

That is really sweet. Awesome work man! Are you planning on sharing your files with us?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I'm sick of seeing all your signatures and not having one of my own

Post Tue Apr 15, 2003 8:38 am

When you import models from 3D web site, think about updating vertex normal in order to adjust smooth group, it's ugly, and obviously don't forget credits


Edited by - TheCoredump on 15-04-2003 13:26:55

Post Tue Apr 15, 2003 8:57 am

As an artist myself I never forget credits, and I'm sure that everyone else who uses MY pictures, those being origional meshes by yours truely, knows those things as I paste (CREDIT THE AUTHOR) everywhere. *LOL*

As well, yes I do intend on sharing the files once their completed. I'm still having the issues I mentioned above and not really getting anywhere in solving them. As soon as it's complete I'll be totally happy to share the finished product with the world.

As for the freighter I pictured here, unfortunately I can't get the faces/polys down low enough to actually do it. It's still around 30K in polys because of the rough surface on the hull that I can't seem to get smooth.

I'm working on a self-made mesh of a self-designed cargo transport/weapons platform that should be very interesting. Might not be pretty, but she'll have it where it counts.

~Jay~

Fortune favors the strong mind.

Post Tue Apr 15, 2003 12:27 pm

http://scifi3d.theforce.net/details.asp ... 11&key=422
Why do you change name from a site to another ? Here you are "Jason Rathwell" and on SciFi3D you are "Ricardo C. Beux"... strange

Post Tue Apr 15, 2003 11:10 pm

Very good, you were able to find where I got the model all by yourself. You should be proud.

I never once said that I did the actual model of the EP2 transport. I'm just doing the poly and texture work to get it into the game. Credit is given where credit is due and if you ever read my work I do give credit to the authors of the meshes (if they arn't mine) as well as credit to anyone who assists when I ask for help on hardpoint orientation, etc. DO YOU?

**EDIT**

I am in the process of building a transport that will look more freelancer style but it could take a couple of weeks to get that done. If you know anything about modeling you should know it takes alot of time. I figure that if I could get a couple of Star Wars ships done in the process, to give toward the SW mod I keep hearing about, then it would be alot of help. The thing I don't appreciate is being called a thief by people who obviously don't know me.

~Jay~

"JUDGE NOT, LEST YE BE JUDGED"

Edited by - Jackel on 16-04-2003 01:08:17

Post Thu Apr 17, 2003 12:11 am

rock on jackel. i'd love to see some of your models.

Post Thu Apr 17, 2003 1:08 am

Actually I have one more model I'm currently working on. It's the new battleship model for my server.



~Jay~

Fortune favors the strong mind.

Post Thu Apr 17, 2003 1:35 am

nice! i like how it looks like sea baring navy ship. reminds me of the Eclipse SSD. pure bada$$.

you make any star wars ships?





OH and one more thing, i might be able to get some good ship models from an internet acquantance (sp) i've talked to. i think he'd be game. when i get his permission, i'll try to post pictures of his models. he's also very good at texturing.

Post Thu Apr 17, 2003 1:42 am

Awsome. Making textures is what I suck at. Been trying to locate some good general steel-looking hull textures for a while.


(EDIT)

As for the ship design, I tried my best to get it looking like a space battleship but keeping the "boat" look of it. Kinda got my bridge idea from the Concordia, seen in the Wing Commander movie. Other than that, I pretty much used ideas from the already in-game ships.

(/EDIT)

~Jay~

Fortune favors the strong mind.

Edited by - Jackel on 17-04-2003 02:45:40

Post Thu Apr 17, 2003 2:02 am

scratch the modeller idea i had. he reformatted. no models anymore :-(

Post Fri Apr 18, 2003 12:17 am

where can the modders get readymade low poly models for star wars ships? cuz there are a lot star wars ships that should be included with this mod, and having ready made low poly models would be a good help for making this mod more complete

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