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R-Type R9AII "Delta" Fighter - Work In Progress

The general place to discuss MOD''ing Freelancer!

Post Thu Jul 24, 2003 10:40 am

R-Type R9AII "Delta" Fighter - Work In Progress

Greetings to all.

I've started a my first project as a modder for Freelancer. It's a nice way to take a break from modeling humanoids in Jedi Outcast. Anyway, my first project for FL was easy to pick, The R9AII from R-Type Delta.

The modeling stage is nearly done, leaving only uvmapping, texturing and hardpoint/thruster/etc tags to be done.

I'll need some help from the veterans tho. I need a short and to the point tutorial on how to add a new ship with a new model in-game. It seems I'll have to mess with dll's and stuff. If you are willing to help, You can reply here or mail me at [email protected].

So without further adieu I present the original design of the R9AII:


and the my model for comparison (I'll keep updating THIS picture):


This is the current stage of the ship construction.
(constructive sugestions are always welcome)

I hope you like it.

Cheers.


Edited by - BloodRiot on 24-07-2003 11:43:16

Edited by - BloodRiot on 24-07-2003 11:44:35

Edited by - BloodRiot on 24-07-2003 13:32:14

Post Thu Jul 24, 2003 12:18 pm

Dude!!!! That looks awesome. How about ship models from Einhander and Philosoma?

Post Fri Jul 25, 2003 1:07 am

Make sure to look up that tutorial for ships with destructable parts!

Is it just me? Or does our good buddy Trent look every so slightly like a certain beloved.....Battlestar Galactica rouge.

Post Fri Jul 25, 2003 1:54 am

I'd be willing to help convert it if you need. You'll have to provide some ideas for the stats and info though. Otherwise it might turn out to be something not quite what you expect.

Post Fri Jul 25, 2003 6:04 am

OH... MY... GOD... THAT IS AMAZING!!! Holy crap, this is such a new look for FL. There aren't any other ships out there that look anything like this ship. Please mail me this when you are finished with it. Pretty please.

Post Fri Jul 25, 2003 10:54 am

MagellanX25: I've looked up those 2 games and man... those ships have quite the interesting design. I might have a go at it later on... we'll see.

CptSavage: I was under the impression that milkshape's cpm exporter didn't suport destructable parts yet... but I will look into that tutorial anyway... if i can find it. ;p

Wanderer: I have to learn cuz my first rule in modding is know how to do things myself... but I'll gladly work with you on this first in order to learn... right now I'm doing the most boring thing known to me in 3d modeling: UVMAPPING...ARGH!!!... mail([email protected]) me or add me to to your msn ([email protected]) if you are willing to help me on this... I appreciate it. On the ship stats... I'll detail them below.

Xenogear_0001: Thx for the compliment... Personally I find the japanese anime star ship/mech/whatever design quite unique and interesting... look up the games MagellanX25 mentioned.. they are slick. I will release this once it's ready so everyone can use it and annouce it. Can't say how long it will take cuz I'll still have to learn the coverting and adding to FL yet. Just stay tunned and I'll update this regulary cuz I'm working on it every day (at work heheheheheheheheeeee). ;p

As far as how the ship will act.
This is supposed to be a light fighter... R-Type Delta has 3 Ships I'll probably make and include in the R-type Delta Ship Pack (that is my original plan). This R9AII Delta is the Light Fighter.. the R13 Cerebus will be the Heavy Fighter and the Rx Albatross will be the Very Heavy Fighter (it has a big Freaggin fixed Cannon).

Check them out at http://www.irem.co.jp/e/game/r/r_delta/player/

The R9 is meant to be able to compete (still with a challenge) with powerhouse lvl 10 ships in dishing out damage and evading... not taking damage. The hull armor should not be any better than the average Light Fighter. The R9 will rely on it's uncanny maneuvrability and speed to stay alive(this is the one thing the R) will be better than anything).

It should have 5 hardpoints for cannons/blasters/rockets and no turrets. The max power level should not go above 8 and it will be only for 2 of the hardpoints(main weapons) 1 hardpoint on top for the adv stun pulse so level 3 should be enough but i'd give it level 5 at most leaving the remaining 2 hardpoints at level 6 or 7. The battery should be optimized for having 2 energy weapons without breaking a sweat, 3 at some energy expenditure, but all 5 with energy weapons should drain it quite bad. An average Mine should be there just as a last ditch weapon but there isn't the need for a disruptor since this ship should be able to catch up with most escaping ships.

I would arm it with 2 level 8 fast blasters, one adv stunpulse or another blaster, 2 rockets and of course mines.

This ship is meant to be small and nimble... cargo space is a big no no... having at most the same as the patriot. Having a good supply of nanos and shields should be good... this ships will rely on that since the hull armor is indeed weak.

The RX Albatross will be a platform of destruction but with less armor and a bit less maneuverable than the Titan.

The R13 Cerebus should be the perfect balance between the R9 and the RX.

Well I wrote this so I could get some feedback on what I'm planning... I want to know if I'm doing anything wrong (particulary regarding balance issues).

Cheers everyone.

Edited by - BloodRiot on 25-07-2003 12:00:44

Post Sat Jul 26, 2003 2:16 am

Bloodriot, if you can send me a 3ds version of the ship, i can help you with uvw mapping. I use 3dsmax so uvw mapping is easy for me.

Post Sat Jul 26, 2003 2:44 am

Well it's uvmapped already...

I thnk it turned out ok. I spent all afternoon doing it with lith unwrap. Since my homepc is busted for the time being, I use the one at work hehehe. I use milkshape at work for modeling tho... iot isn't much compared to 3dsmax but it's the only chance i got to model.

I'll probably try to skin it myself... it's not my area of expertse but i'll try tomanage.

Anyway... right now all the help I need is in learning how to convert it into game format and put it in game.

Thx for the offer tho.

Cheers.

Post Sat Jul 26, 2003 11:47 pm

You prolly know this already. Stuff you can add on to a freelancer fighter:

1. Navigation Lights
2. Docking Lights
3. Wing tip trails (they call it HpConTrails?? reminds me of Crimson Skies actually I think freelancer engine is based on it since it's also a Microsoft game)
4. Headlights

Too bad we can't script moving parts (ie folding/retracting wings, arms, etc.) on docking, cruising, making really sharp turns, etc. I think the flaps in Crimson Skies adjust when you make a turn (I think, because I might be hallucinating!!!)

You'll notice in ship packages, lights are attached via hardpoints (hint). Ever tried forcing a turret on these in goods.ini? Just wondering, prolly won't work since those hp's are expecting light fx.

Post Sun Jul 27, 2003 1:32 am

You could try but light hardpoints if done correctly are fixed. Weapon mounts with a few exceptions have a revolute setting.

Post Sun Jul 27, 2003 12:28 pm

aren't the nav lights and docking lights on the very same spot on some ships?

On the Patriot for instance the blue lights just turn red when you are docking.

Post Sun Jul 27, 2003 1:45 pm

In some, can't say all. I haven't had the chance to fly them all yet.

Post Sun Jul 27, 2003 2:47 pm

@ Blood Riot

I think I have a working warez copy of 3D Studio and a couple of books on 3DS Max by New Riders and Peachpit Press. I don't need a tutorial on how to use the program (I might later on complex issues). I used to be an architecture major before I switched to programming major so I have knowledge of computer-aided design (btw, bad choice if you want to meet good looking girls in class, I'm glad I'm taking philosophy now in the summer, plenty of babes in spaghetti tops).

What I'm asking is what key concepts should I look for when modelling ships? Don't go too far in depth, let me do some research on my own. A couple of books, a pc, 3D Studio Max, air-conditioner, and a few tips from you and I'll give it a try. I have a month before fall semester starts, but I'm a quick learner. I was a beginner with photoshop, but it took me one day to go through an entire book and learn all the intermediate techniques and I've read three. I even created a web site in ASP for my college in the past semester, nothing fancy. I wasn't allowed to be creative. I admit 3DS is a completely different ball game, but I don't want to spend my time reading through some stuff I already know or obvious. It's easy to start running, but hard to maintain it without knowing your destination kuz you can't plan on how to reach it.

Mail me when you have the time: [email protected]

L8tr dudes, I'm coasting off to Great America with the babes. Discount coupons kicks ass.

Post Mon Jul 28, 2003 1:02 am

It's about time someone used their imagination to make more interesting ships.



Now to praise him like he is jesus *breaks out the red wine*

USLF

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Post Mon Jul 28, 2003 12:45 pm

Any volunteers for a GOOD skin job?

I'm not proficiente enough with photoshop as I am with a 3d aplication and I fear for my r9 ;p

Btw does anyone know how to apply the glass effect in this game? is it a shadder or a mesh name or something?

Besides I'd like to concentrate on the convertion stuff now. Add hardpoints, thrusters and stuff.

Well if you want to help lemme know.

Thx. Cheers.

Edited by - BloodRiot on 28-07-2003 13:50:58

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