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unwrap textures and ship disappearing questions

The general place to discuss MOD''ing Freelancer!

Post Sat May 10, 2003 10:30 pm

unwrap textures and ship disappearing questions

I can get models into FL but now im having some other problems I can find answers to.. hopefully someone can help

1. I use 3D Studio Max 5.1 to model, unwrap(texporter) and texture my models.. and I am able to export and set up the model and textures in milkshape so I can export to a cmp.. but when I get in the game the model is fine but the texture(that looked fine in max and milkshape) is now mapped weird likes its mapped fromt the top.. does the ship have to be mapped in milkshape from sides to work?

2. I am trying to find out if other people are having the problem with the ship disappearing when its on the landing pads,planets, when you use thrusters,shops

all I can see is that you can see the model when your close but when you back away its good, its this a setting in the ini file or is this something you have to work with while modelling?



why build what we know, when we can build what we dream
-Tayyasoon

Post Sun May 11, 2003 2:55 am

Before you import your textures into your .mat file you need to flip them vertically. That should correct the problem.

Post Sun May 11, 2003 4:25 am

thanks man that helped a lot... now if I could just figure out why stuff is disappearing and some other stuff .. I can start doing some really good work

I can show any models right now but I have a link to a picture of some models I did for Realm Interactive - on the remake of tradewars they were making but no longer.. (these are no longer in the game.. and the game in now a role playing game like diablo www.tradewars.com) - (plus i dont work for them any longer)

the pics of the ships are
http://image.com.com/gamespot/images/sc ... een002.jpg

why build what we know, when we can build what we dream
-Tayyasoon

Post Sun May 11, 2003 5:01 am

Do your textures have level of detail MIP maps, out of interest?

If not, then wait until the next update of Lancer's Reactor, and download my Texture guide. That'll explain *all*.

Post Wed May 14, 2003 5:24 am

im still looking for a someone who knows the answers for the diappearing ship question any help would be great

why build what we know, when we can build what we dream
-Tayyasoon

Post Wed May 14, 2003 2:16 pm

I have had that problem so many times during the developement of my own mod that I can honestly say I believe I have this covered now.

First thing most people forget is they ship needs a sur file so it can take damage. One from an existing ship of equal size usually helps.

Now lets deal with the textures.

The Texture name in milkshape must match the material name in Milkshape. So if your texture is called texture1.tga and your milkshape material name for it is redtexture then it wont work. Texture1.tga should be texture1 in milkshape.

Now your mat files.

Under material you list your texture using the same material name you used in Milkshape, omitting the tga part. Under Dt_name you type in the textures full name as a string (remember to highlight string or it will not remember the changes). Update the entry.

Now under Textures in your mat file you add texture1.tga and in MIP0 you import the actual texture.

In all cases your texture is either refered to by its full name with the .tga or by its name without the .tga. If its ever called anything else, it will not work.

Of cource, your texture1 name can be anything you like as long as its original.

After that all you need to do is point the games shiparch.ini file at the mat and cmp files and it will use them. Flipping the texture virtically as somebody has already said.

You can tweak textures later once they are working in the game.

This should get the texture working. I am assuming your already using the right tools to get this far so I have not made this an advice for total noobs sort of post.

Giskard

Edited by - giskard on 15-05-2003 20:21:40

Post Thu May 15, 2003 8:54 pm

tayyasoon,

Have you tried changing your ships LODrange?
This should fix your problem with not being able to see your ship.

In the shiparch.ini file find where your ship is referenced,
find the line...,

LODrange = 0, something, something, something

-and change it to
LODrange = 0, 999999

This has fixed many problems with actually seeing the ships (at landing, docking, etc...)



"Apparently..I love to crash my game"
~Cordless

Post Thu May 15, 2003 9:52 pm

giskard you said
quote "The Texture name in milkshape must match the material name in Milkshape. "

the material name and what the texture name is is irrelevant they can be the same or as different as you want it makes no difference. i only have 2 rules i tend to stick to and they are- that the name is only one word ie "endpiece.tga" not "end piece.tga" (which is a perfectly valid windows name but some progs do not like it. if a double barrel name is needed use "_".) and that the name is 8 or less characters in length (a throw back to dos programming and one of my idiosyncrasies)

so this line is rubbish - quote "So if your texture is called texture1.tga and your milkshape material name for it is redtexture then it wont work"

now the line "Texture1.tga should be texture1 in milkshape." makes your life easier when it comes to making your mat file as you dont have to remember what material you have or what texture goes with what tga. apart from that reason you can do as you please.

now in your mat file you just have to make sure the material has the proper texture.tga file associated with it and there is a corresponding texture.tga file in the texture bit .oh and when you import the actual texture.tga to MIP0 it can be the one specified in the name or one completely different( freelancer dosent care and this is great for trying various skins/textures)



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 16, 2003 10:08 am

free spirit :

My experience is that textures named differently on the mode and in the mat dont work, either in the Dt_name or the texture name from the map file. Had to fix lots of of them due to small spelling mistakes. As for the 8 character limit. Its wise to stick within those limits but the game does work with textures with longer names. My own early models practically had whole paragraphs as texture names (eg frontsidebottomwindow.tga) until i decided it was stupidly long and shortened them.

You may or may not be right about the material name not having to match the texture name in milkshape. I have so far played it save and kept to that formula and it works fine. So if it aint broke, why fix it.

Giskard

Edited by - giskard on 16-05-2003 11:11:25

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