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Joining shapes in 3D models.

The general place to discuss MOD''ing Freelancer!

Post Thu Jun 12, 2003 12:09 pm

Joining shapes in 3D models.

O.k. i am sorry if this has already been answered, but as far as i can see it hasnt - probably because it is really obvious. However i have sat up all night reading tutorials (borg sphere, zens, kasdians and many more) and am a little tired so cut me some slack

Having finally managed to model ships in Milkshape and get them correctly imported into FL i am a little stuck. I am trying to model the Pather Clipper from Elite II. I have made the main body, but it has at least 7 seperate parts that it seemed logical to me to create as different objects. What i need to know is do i have to manually join all these parts to the main body? Or is having the contacting surfaces flush enough?

I had started manually dividing all my nice straight edges to get in extra vertices to merge but it makes the model look really crap in smooth shading. Should i have created the whole lot in a oner?

Post Thu Jun 12, 2003 5:23 pm

how did you im and export the ships??? I can't find any programs for importing and the one for exporting a friend of mine already sent me.
If you would have created it as one it would have bin nearly ten times as much work


Edited by - -Neo- on 12-06-2003 18:24:54

Post Thu Jun 12, 2003 7:47 pm

contacting surfaces flush are enough. it is easier to texture that way anyway.

my latest model has 57 seperate bits(and 27 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 Thu Jun 12, 2003 8:19 pm

Cheers for the info free spirit, was really starting to mess things up trying to weld everything together.

@-Neo- I drew the ships from scratch and exported them using the FreelancerCMP exporter plugin for milkshape which is in the downloads section. Then created the .mats with FLUTF also in downloads. After that i cheated and just replaced the .cmp and .mat entries in shparch.ini so that the xwing pointed to those files. Couldnt be bothered setting it up as a new ship etc. and having to go and buy it until i was sure the textures and HP's were functional

You are right about it taking ages to do in a oner, i started trying to do that and it took me about an hour to split all the faces, extrude etc to get the right shape. Gives me more time for the textures now...

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