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making Model in MAx

The general place to discuss MOD''ing Freelancer!

Post Fri May 16, 2003 3:51 am

making Model in MAx

what do I need to do in 3d Max to get the textures and hard ports right?

Post Fri May 16, 2003 9:39 am

well, doesn't anyone know how to get a ship from 3d Studio into Freelancer?

Post Fri May 16, 2003 11:05 am

what files do FL use to make textures anyways?

argh i'm never gonna get paid, Goodbye a million credits

Post Fri May 16, 2003 11:11 am

You can't
But you can..
1. Create your model in 3dsmax
2. export in .3ds (or any file format that 3dmilkshape supports)
3. Download 3dmilkshake and cmp exporter
4. import your model into milkshape
5. Add hardpoints and correct size (check tutorials)
6. export into game via cmp exporter. (check tutorials)

Edited by - mdixonuk on 16-05-2003 12:12:11

Post Fri May 16, 2003 11:32 am

ok I converted it to a lwo and tried to follow the lightwave tutorial, I got to the point where you take it over to milkshape and when I import the file, the ship comes out all kinds of messed up, stuff flying everywhere. I Think that it it welding it self to the hard points that were put in... not sure though.... any ideas???

Post Fri May 16, 2003 12:55 pm

dont put the hard points into the max model.try adding them when you get your model into milkshape(they are only small triangles any way).

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 6:55 pm

ok I can do that, how do I name the triangles when I get it into Milkshape I have nver used it before.

Post Sun May 18, 2003 5:45 pm

3. Download 3dmilkshake and cmp exporter

Damn man a 3d milkshake? Where can I get one of THOSE?

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