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

The general place to discuss MOD''ing Freelancer!

Post Mon Jul 28, 2003 2:50 pm

I've got a bunch of original ships. Too bad the i'm lousy at textures.

Post Wed Aug 06, 2003 2:51 pm

Ok... major change of plans... Since my home computer is fixed and I finally got 3ds max working again, I find my milkshape adventure quite displeasing and also I learned a great deal more about Freelancer since I started the model... therefore im trashing my original r9 model and I'm starting all over in Max... Thanx to splines and other tools I can't use in milkshape the geometry is much more accurate even tho I've only got the nose and canopy done so far.

Looks like you anyone interested in this model will have to wait a lil while longer than expected... but I promise it will be top notch quality compared to the milkshape version.

The new screenies will be available soon.

Wanderer: You and me both.

Cheers.

Post Fri Aug 08, 2003 5:16 pm

Well.. the 3d max version's first preview is up. The basic hull shape is already lined up... I only need to correct a few porportion issues.

I'm very pleased with the detail in the lateral jet intake and the rear end will be next (the part whith the upper winglets).

This model will not follow the original in certain parts. I made this decision so the ship can fit into Freelancer more seamlessly.
The changes are:
* The Jet nozzles will resemble the starflier's nozzle more than the original's Space Shuttle like nozzles.
* The original has 2 fixed cannons that come out between the cockpit and the lateral jet intakes... those will disappear and the hardpoint will be placed so a freelancer cannon will appear in the exact place when mounted on the hard point between the cokpit and the intake.
* 2 additional hardpoints will be placed either on the lateral intake cover (grey area) or on the upper hull sides below and a bit to the front of the upper fins/aillerons/whatever.
* A possible extra hardpoint will be placed on top of the ship between the fins/aillerons/whatever.
* The Cruise disruptor will be placed on the lower hull behind the cockpit or like the patriot, below the cockpit.
* The Mine and CM launchers will be placed between the rear of the lateral turbines and the rear jet nozzles.

I'm open to any sugestion.

Cheers all.

Post Wed Aug 13, 2003 2:03 am

Got myself a texture artist over at polycount. The model itself is pretty much done... still need the Hardpoints and other tags... but that shouldn't be too hard as long as I get the names and normals right.

Post Wed Aug 13, 2003 3:11 am

Wish i could find a texture artist.

Post Wed Aug 13, 2003 9:29 am

Bloodriot: Make sure that the canopy is transparent so we can see the Pilot while taking its picture.

Working hard to earn... but too lazy to do something...

Post Wed Aug 13, 2003 9:41 am

Blood riot,

dunno if I can be much help but I have been designing an building completely original ships including textures for a month or so now, and have completed 4 with another 4 in various stages, plus been playing around with texture files and have about a dozen or more of various types and colours that have been tested in the game. You are welcome to them if you need them plus if I can help on ships, textures etc.., please email me as I don't want to release them as yet.

Regards,

Harrier.


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

Post Wed Aug 13, 2003 10:27 am

The canopy will be...apparently it uses a special glass mat according to a post here in this forum. The model is already prepared with a cockpit interior.

On my next update will make an improvise transparent material so the interior is visible.

Cheers.

Post Tue Aug 19, 2003 10:05 am

Well I've sent the model over to DarkSquirrel (@ Polycount), he's gonna do the textures for it.

Meanwhile I'll research the hardpoints and other tags (if anyone could point me to a good tut on this it would be great), and create the ship's stats and engine.

As stated before, this will be a light fighter, so I'll just throw the numbers here so I can have some feedback on balance from you guys.
I thought of a ship one step above the Drake, so it should have 4 level 7 hardpoints and a level 7 shield. The Armor should go as high as 4500, the maneuverability and should be equivalent to the Drake and it should support 20 nanos and shields. Only Cruise disruptors and no torpedoes just like any other light fighter. Being a small and agile interceptor and not a cargo ship, I think 25 cargo is pretty good.

One other possibility is changing the hardpoint configuration. Instead of having 4 level 7 Hp's, It could instead have only 3 hardpoints, 2 level 8 or 9 hardpoints and one 6, 7 or 8 hardpoint (good hardpoint for a single missile launcher or shield stunner).

What do you guyz think?

Cheers.

Post Tue Aug 19, 2003 12:49 pm

Sounds like it'll be a bit heavier than the Ghost. Go with the pair of lv 8 hardpoints and one level 6. That'll do nicely for a medium light. You might not even be able to hit the Ghost then. Its near impossible to hit if your human.

Post Fri Aug 22, 2003 7:21 pm

Alright.. i've been fiddling up with the texture files.. i aint that good of a skinner.. but in max every problem has a solution. and thus metal is created. ;p



Although it wont take it into FL any sooner cuz i'm still waiting on the skinner i "hired" to do the texture file for me.

Well with a few more ajustements it's a cool render anyhow. ;p

Cheers.

Edited by - BloodRiot on 22-08-2003 20:23:07

Post Fri Aug 22, 2003 7:51 pm

That is so awesome...

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