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Texture(s) needed

The general place to discuss MOD''ing Freelancer!

Post Thu Jun 05, 2003 2:11 pm

Texture(s) needed

Hi all, this is an open invitation to anyone who likes to make textures to work on a ship that I've just finished. The ship is a nice model that looks (sort of) like a bigger badder Startracker with wings. It's mostly finished but I might move the wings a few degrees.

Normally I wouldn't ask the community like this, but my artwork skills are... lacking. The best I can do is a flood fill, and while it looks good right now the plain textures give it the appearance of an unfinished work.

Anyone, and I mean ANYONE who wants to work on this can have the model, but they have to e-mail the finished work back to me when they're done. I'm planning on releasing the model (and the textures with it, duh) when I've found one that fits and the whole thing will be posted here on the Reactor.

Anyone interested can post here, or e-mail me and I'll send them the model right away.

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Post Fri Jun 06, 2003 7:33 am

On this topic, does anyone have a quick, dirty tutorial on how to testure a ship in Milkshape? I have a few models that I would like to texture, but have no idea how to do it! I have searched on the forum, and they all seem to require a bit of general knowledge, that I have no idea how to find. I have read the one in the Starlancer FAQ section, and understand it to a degree, but would love some extra help (even if it is a simple this is how I do it tutorial). Not interested in how to paint it as much as how to apply it. Any help given will be credited in the readme for any work I do.

Thanks in advance!

Post Fri Jun 06, 2003 10:21 am

I can help with that, what kind of help do you need? The .mat files? Putting the textures in the .mat? Applying the textures in Milkshape?

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Post Fri Jun 06, 2003 11:51 am

Ummm.... well I can do the painting (I hope, first timer here), just need help on how to map it to the model and how to then export it so that I can use it in Freelancer.

Basically I have the concept of how to do it (from Kasdias Texture Guide and How to make a Texture guide <http://www.lancersreactor.com/t/editing/features/details.asp?id=4>, but I'm just unsure what to do after that....

Post Fri Jun 06, 2003 3:01 pm

Ok, are you doing SL stuff? I have no idea how to do SL modding, but for FL you need to go into Milkshape first off. Then select the section(s) of your model that you want to assign the texture for (I used 2, one for the cockpit, the other for the rest). Then click on Window, and then Texture Coordinate Editor. You should get a window that allows you to place the texture on the model. Oh, and thanks for that texture tutorial, it might just work with FL.

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Post Sat Jun 07, 2003 2:04 am

Nah, modding FL, and figured out what I was doing wrong. Have to select by face, not vertex (d'oh!). I might have to start on an easier model first (I have several I've want to convert...). I'm also trying to use the original textures, which may not work .

I'll see how I go, and might even belt a tutorial together for other first-timers.

/edit: Well, I tried, and it seems my artwork skills are definately lacking! Can anybody assist? I can email them the model, and the original skin. Would love to see these models in game (seems I'm more of a coder than an artist). Will put hardpoint's in place, just need someone to make it look nice for me (althought, gunmetal grey may look good....)

Edited by - IAmMarauder on 07-06-2003 07:21:51

Post Sat Jun 07, 2003 9:53 am

Yeah, that's the original topic of this post, but no one seems interesed.

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Post Tue Jun 17, 2003 4:18 am

Hi IAmMaruder,

Sending this as an email and posting here...

I design ships from scratch in Milkshape so I guess I could look at yours. My background is in Aircraft Engineering and I was trained as a draftsman.

I will include a couple that are already Gunmetal Grey. hope you like.

I am only new at this this is my first completed model, I don't know (yet) how to add textures, engine rings, hardpoints for weapons, lights, missiles, turrets etc...

These things will come in time.....

Hope to hear from you.

Harrier


Retreat[![! ---- I'm too badly messed up now[![!

Post Tue Jun 17, 2003 3:35 pm

I think I can help you with that if you want. What part of hardpoints do you need to know? Creating them is relativly easy, just create 3 vertices in a triangle then create a face with them. Then duplicate them (Ctrl + D) then delete the original (doesn't work otherwise, tho I don't know why...). Rename that to ... Bah, why don't I just send you my model. You can take your hints from there. Come back if you need anymore help

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Post Tue Jun 17, 2003 7:37 pm


Then duplicate them (Ctrl + D) then delete the original (doesn't work otherwise, tho I don't know why...).


they have a texture on them.

there is no way to remove a texture from a group once it is assigned in milkshape (short of deleting the texture and then retexturing all the bits that have been affected and that is not going to happen). and hardpoints should not have a texture, as all they are are a way for the cmp exporter to get the average middle point for the hardpoint position and orientation figures. if they were textured then the info would to be in the vmesh data for the material list without the actual data being there .

so the easy way is to make a triangle then duplicate it, as the duplicate has no texture (who knows how/why milkshape works the way it is does ) .

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.

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