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Ships - Destructable Parts
The general place to discuss MOD''ing Freelancer!
21 posts
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Wanderer, if you send be a .ms3d file of a gun/turret i will see what i can do. It looks to be reasonably simple, the two possible problems are gonna be the animation bit which i didnt encounter in ships - this is very small tho which is good news - and the Cmpnd -> Cons -> Rev/Pris nodes. The rev node looks very similar to the fix node which although i barely understand i was able to work around. The pris node is a bit different but again i assume it will be possible just to steal one from a random gun. As far as i can se the rev node has the same 3 floats for x, y, z location of components.
If you do send me a model it needs to either have a base and a barrel or a base, turret and barrel. I havnt really looked at the guns enough even to know what these bits look like, tho it seems fairly simple - i'm sure if you have been making custom models you will know what the score is. As far as i can see from the Vmesh bits all the components should be centred on the x,y,z axis in the model, not in the right place in relation to each other. While it was possible to alter the x,y,z origin of the ships components in the Fix node i am a bit worried that doing the same thing for a moveable part might bugger up the animations somehow. Probably not tho. Dont worry about sending me a texture, i'll probably have to stick something really obvious on it so i can see whats happening anyway.
I make no time promises tho, i am snowed under with crap at work which is the main reason i havnt got round to applying this to guns yet. BTW my email is in my profile.
If you do send me a model it needs to either have a base and a barrel or a base, turret and barrel. I havnt really looked at the guns enough even to know what these bits look like, tho it seems fairly simple - i'm sure if you have been making custom models you will know what the score is. As far as i can see from the Vmesh bits all the components should be centred on the x,y,z axis in the model, not in the right place in relation to each other. While it was possible to alter the x,y,z origin of the ships components in the Fix node i am a bit worried that doing the same thing for a moveable part might bugger up the animations somehow. Probably not tho. Dont worry about sending me a texture, i'll probably have to stick something really obvious on it so i can see whats happening anyway.
I make no time promises tho, i am snowed under with crap at work which is the main reason i havnt got round to applying this to guns yet. BTW my email is in my profile.
As you can see i have got it into the game. There are a few tweaks to be made regarding the size (duh!) and the relative location of the parts. The 'base' appears to be very simple, in a proper gun its only about 8 triangles even at max detail. The 'turret' and 'gun/barrel' rotate left and right while only the 'gun/barrel' appears to be able to move up and down.
I havnt touched any of the hardpoints yet either. Actually i have messed around a wee bit with HpFire just to confirm it is the source of fire (which it is).
The method for doing the .cmp is exactly the same as for ships. The 'base' is the root group with the 'turret' and 'gun/barrel' group attaching to it. I'll try and add a weapon specific bit to the tutorial at some point soon.
21 posts
• Page 2 of 2 • 1, 2
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