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Texture(s)

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Post Thu May 08, 2003 2:20 am

And allso if I use texture from Borg Orb (Kubus.tga) everything is fine, no crashes no problems.

o)==[::::::::::::> May strong survive and weak perish <::::::::::::==(o

Post Thu May 08, 2003 4:14 am

hi leonhart,
dunno if this will help but heres a couple of problems/fixes i had.
for me the crash at the ship dealers turned out to be a problem with the ini files rather than the textures.
turns out i was calling something id made but forgot to add to the script (never said i was clever did i?)
try doublechecking all the entries in the goods ini for typo's etc - my error was in something id added to the package - think id assigned a running light to the wrong hardpoint number or sumat
i had to flip my ship in milkshape (as well as increasing the size by about 2000%)
this resulted in a nice shiny white plastic ship till i flipped the textures id used to make it vertically in photoshop and then used the flipped textures to make the mat file - dont ask me why but it worked
hope you get this sorted dude cos youve made some really kickass models ;-)


dr del


if the mormons come to your front door ;
invite them in,
slip out the back door and go to your neighbours,
phone the police and tell them you think your being burgled.

Post Thu May 08, 2003 8:28 pm

No ini files are ok.

Here is the thing I use texture and mat file from Borg Orb (texture called Kubus) and everything is fine as you can see here http://www.webspawner.com/users/leonhat ... 152054.jpg ship is fine. But if I make a new .tga file for glass (light blue not clear) and add it to .mat and make everything as it is suppose to be (you know name texture in .mat as you named it in milkshape and everything else) game will crash when I click on that ship in ship dealer. Also when I use utf to open mat file and go under texture library and click on MIP0 of the glass texture there will be an r in ASCII which is not in working texture.

o)==[::::::::::::> May strong survive and weak perish <::::::::::::==(o

Post Thu May 08, 2003 10:50 pm

Sorry to be a dreadful pain, but I'm having trouble with the DDS file format plugin. I have placed it in the requisite path, but DDS does not show up as a useable file extension in the Open dialogue. I tried opening a DDS file anyway, and Photoshop told me it didn't recognise the extension. Damn and blast it :-) The NormalMapFilter plugin shows up fine however.

I am using Photoshop 5.5 - is this a problem at all?


Edited by - magimix on 09-05-2003 00:02:03

Post Fri May 09, 2003 9:20 am

leonhart
not sure about "Pain Shop Pro 8" (yup that about sums up my feelings to paint shop as well :-) ) but in paint shop pro 7 it had an annoying habit of defaulting to saving tga files in compressed form (its a tick/untick in the save dialog i think but it has be a while since i used it/had it installed). the textures must be in uncompressed format.

that said alot of programs have a MAJOR problem with the tga format. (even photoshop when they released 7 had to have a patch very quikly as they screwed it up)

a test to see if it is your version of paint shop pro is the culprit . take the borg texture tga file open it in paint shop and use the "save as" command to save it to a different location(same name just in a different location) and use that in the mat file to see if it gives the same crash problem.

American Scientists spent millions developing the perfect writing utensil; It writes in Zero-gravity, upside down, under water, in space... The Russians used a Pencil.

Post Fri May 09, 2003 11:38 pm

There's indeed a bug with the PSP8 and the TGA and you can't do anything about it.
You'll have to wait for the release of a new version (or of a patch). Don't forget it's still a beta. Try using another program until then or save as DDS in PSP8 (but I haven't tested if it works yet.)

--------------------------------

Post Mon Jun 16, 2003 10:04 pm

I use Photoshop 6.5 and when I save to .tga, I don't see any option to pick uncompress or commpress .tga. Is this OK? How do I know Photoshop saves to uncompressed or commpressed? I already flip the texture upside down.

And sometime my import ships are invisible; like when I'm docking into a station. In the turret view mode, they're invisible; only the flaming flare of the engines are visible. I was wondering if this problem has anything to do with textures?

The only thing wrong I see is that: Photoshop doesn't have any option to pick uncompress or compress .tga.

Help!

Post Mon Jun 16, 2003 10:22 pm

The invisible ship is frequently caused by an LOD range problem, the texture thing I really don't know about since I will be using PSP7 and haven't worked with photoshop at all.

A possible solution to your LOD range problem, find the LOD range= line in you shiparch file and replace the numbers with 0, 1000. This should clear up the problem if it is the LOD range. If it doesn't clear up with this than it is a texture problem probably.

Oh, and good work bringing this topic back from the dead. Notice the last time someone posted before you?

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