Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

trouble converting ships

The general place to discuss MOD''ing Freelancer!

Post Wed Apr 30, 2003 7:49 pm

trouble converting ships

im trying to convert some starlancer ships into freelancer,i can convert the shp.files into the needed cmp.files but i dont know how to make the mat.files.does it have anything to do with the bmp.files that come with the download,if so could someone help me out plz.
thanks

Post Thu May 01, 2003 1:26 am

See the lightwave to Freelancer tutorial in the tutorial forum.

It has a rather nice explaination of how textures are added to mat files. Should solve your problem

BTW i used the tutorial and i use Milkshape not lightwave, that should tell you something

Giskard

Post Thu May 01, 2003 9:08 am

thanks bud,i will see if i can find it.

Post Thu May 01, 2003 12:31 pm

hhmm,i read it and tested it but it wouldent work for me,im not making new ships,im converting the starlancer ones.they only come with a shp file and a bmp pic,the tutorial says something about tga files,i converted the bmp into a tga file but still nothing.

Post Thu May 01, 2003 1:07 pm

I just wanted to ask how a person with enough tallent to make kennys home is having problems. Just want to make sure that not everyone has lost their sense of humor.

Post Thu May 01, 2003 1:30 pm

adding bases and planets and systems and stuff is really easy,im just not good at ships.lol.

Post Fri May 02, 2003 4:55 am

I have converted quite a few of the old SL ships to FL. You must convert the bmp to a 24 bit TGA file then import that into your mat file. One thing to remember is to flip the file vertically before you import it into your mat or your skins look wrong.

Post Fri May 02, 2003 9:10 am

Kurgan any chance of you whippin up a small tutorial of how you did this.

Post Fri May 02, 2003 4:34 pm

Kurgans conversions are great. Using two of them in my own mod and Cool doesnt even cover how they look

Still his fedex ship is funny
Wouldnt mind adding that for the AI to fly around in

BTW a lot of modern games use 24bit "uncompressed" (< important) tga's i found. Photoshop saves these by default bu paintshop pro requires some preference settings changes i believe before saving. Atleast thats what the Mercstorm guys told me, i use Photoshop my self so Im not really familar with the psp way of doing things.

As for textures, i placed mine on my model, made sure they lined up and exported the cmp of the model. When the model was finished, i flipped the textures over in photoshop. That way they lined up correctly like Kurgan said.

If you load the model back into Milkshape, you will see the textures are upside down but thats fine.

Giskard

Return to Freelancer General Editing Forum