The old freespace2/Robotech mod.
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Robotech Mod for Freelancer (especially aimed at people who
The general place to discuss MOD''ing Freelancer!
35 posts
• Page 2 of 3 • 1, 2, 3
Or you could borrow models from these guys: http://www.robotechlan.com/freespace2/ships1.html
The old freespace2/Robotech mod.
The old freespace2/Robotech mod.
Xinos, an idea about creating a whole new universe would maybe mean just edit Manhatten, so just replace the look of the planets (how ever u do that)/and move them around, that way (unless im mistakened) the original data stays there.
And i would also like to find out if the robotech ships from the fs mod can be transferred into Freelancer, it would make everyones life easier - but I think that they would probably need updating.
Also thinking on terms with the Homeworld Robotech mod 'Macross: Do you Remember Love. The valkyries managed to transform from Fighter to Guardian/Gurwalker. Now in Homeworld the only main animations you see are the guns on the capital ships firing. So in Freelancer the only animations we see are the Docking Bays opening (basically saying both are simple). So im just wondering using the same idea if its possible? I mean two problems are 'Can the engine handle it?' and 'how would we be able to encorperate it into the control system, or would it be an automatic change - like for example when you use the thrusters in goto mode maybe that can be the change area and so when it comes out of that mode it would change into guardian/gurwalker.
And i would also like to find out if the robotech ships from the fs mod can be transferred into Freelancer, it would make everyones life easier - but I think that they would probably need updating.
Also thinking on terms with the Homeworld Robotech mod 'Macross: Do you Remember Love. The valkyries managed to transform from Fighter to Guardian/Gurwalker. Now in Homeworld the only main animations you see are the guns on the capital ships firing. So in Freelancer the only animations we see are the Docking Bays opening (basically saying both are simple). So im just wondering using the same idea if its possible? I mean two problems are 'Can the engine handle it?' and 'how would we be able to encorperate it into the control system, or would it be an automatic change - like for example when you use the thrusters in goto mode maybe that can be the change area and so when it comes out of that mode it would change into guardian/gurwalker.
Ok, converting Freespace 2 models seems possible... I read something posted on Lancer Reactor, however, I'm quoting Garion here:
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Here's some utilities you need:
HCl's UTF editor
Milkshape + cmp exporter plugin (shareware) modeling
Deep Exploration (shareware) converts stuff
Paintshop/Photoshop (demos available) textures
for Freespace 2:
VP view(freeware) extracts models & textures from FS2 data files
here: http://freespace.volitionwatch.com/fs2files.php
pof2cob (freeware) converts FS models to Truespace .cob
here: http://www.freespace-2.com/tools/
-pen up sparky_fs2.vp with VPview and extract the model in the MODELSdirectory and its corresponding textures in the MAPS directory. Make sure you have them both in the same directory. Or you could just dump everything into a folder, which takes up about 60mb.
-use pof2cob and choose LOD 0 to extract since this is the most detailed.
-use Deep Exploration to convert the .cob into a format Milkshape can import. I usually use Lightwave .lwo since it comes out the best.
-Import the converted model into Milkshape and rotate it x=90, y=0, z=180.
Then zoom out and scale it by 60-80%. Make sure to select all and FLIP THE VERTICES. You can merge it with HCl's dralthi model to see if it's the right size.
-Add some hardpoints (I just loaded up HCl's dralthi model, deleted the dralthi, then saved the hardpoints. Every time I do another model, I just merged it with the hardpoints file, then moved them around to suit the model) and make sure the material name for the texture is unique. Load up the texture and flip it upside-down. Resize it so its sides are a power of 2. Make sure to save it as an UNCOMPRESSED tga.
-Export it as a Freelancer CMP and use the UTF editor to create a .mat file. YOu can use one from my FS2 ships mod as a template, then change the names around so the node name in the material library node matches the material name in Milkshape. Finally, import the tga textures.
That should about finish it. There's probably enough in this forum to tell you how to bring a new ship into the game.
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I'm downloading now Deep Exploration, hope to try this soon...
Hey, just leaving New York and nothing else doesn't seem to work: very sad...
But again: to make a decent Robotech mod we HAVE to rebuild the universe...
----------------------------------------------------------------------------
Here's some utilities you need:
HCl's UTF editor
Milkshape + cmp exporter plugin (shareware) modeling
Deep Exploration (shareware) converts stuff
Paintshop/Photoshop (demos available) textures
for Freespace 2:
VP view(freeware) extracts models & textures from FS2 data files
here: http://freespace.volitionwatch.com/fs2files.php
pof2cob (freeware) converts FS models to Truespace .cob
here: http://www.freespace-2.com/tools/
-pen up sparky_fs2.vp with VPview and extract the model in the MODELSdirectory and its corresponding textures in the MAPS directory. Make sure you have them both in the same directory. Or you could just dump everything into a folder, which takes up about 60mb.
-use pof2cob and choose LOD 0 to extract since this is the most detailed.
-use Deep Exploration to convert the .cob into a format Milkshape can import. I usually use Lightwave .lwo since it comes out the best.
-Import the converted model into Milkshape and rotate it x=90, y=0, z=180.
Then zoom out and scale it by 60-80%. Make sure to select all and FLIP THE VERTICES. You can merge it with HCl's dralthi model to see if it's the right size.
-Add some hardpoints (I just loaded up HCl's dralthi model, deleted the dralthi, then saved the hardpoints. Every time I do another model, I just merged it with the hardpoints file, then moved them around to suit the model) and make sure the material name for the texture is unique. Load up the texture and flip it upside-down. Resize it so its sides are a power of 2. Make sure to save it as an UNCOMPRESSED tga.
-Export it as a Freelancer CMP and use the UTF editor to create a .mat file. YOu can use one from my FS2 ships mod as a template, then change the names around so the node name in the material library node matches the material name in Milkshape. Finally, import the tga textures.
That should about finish it. There's probably enough in this forum to tell you how to bring a new ship into the game.
---------------------------------------------------------------------------------------------
I'm downloading now Deep Exploration, hope to try this soon...
Hey, just leaving New York and nothing else doesn't seem to work: very sad...
But again: to make a decent Robotech mod we HAVE to rebuild the universe...
It works! I still have some problems with textures, but I'll fix them soon.
I also found this tutorial regarding lightwave and Milkshape on Lancer's Reactor... it deals with ship creation... check it out if you (like me) get lost with all that options in Deep exploration when converting to lightwave...
http://www.lancersreactor.com/t/forum/t ... ng&M=False
I also found this tutorial regarding lightwave and Milkshape on Lancer's Reactor... it deals with ship creation... check it out if you (like me) get lost with all that options in Deep exploration when converting to lightwave...
http://www.lancersreactor.com/t/forum/t ... ng&M=False
Thanks Xinos, Im not sure if the polygon count will let us do the animations which are needed to transform the valkyries (give me the thoughts on that) because they will be needing a reasonably good detail meaing high count and the animations will just pile on. Im getting 3Ds Max tomorrow so that i can start to work on the models, im gonna try and im port the valkyries from the FreeSpace 2 mod then tart them up as it were and add hard points.
No problem importing the models. Poly count is good. Today I'll work on the VF1-S (Super Veritech); actually, I don't think I'll try to make it transformable for now. I think I'll work on its stats basing on the Role Playing Game (I've been playing it for 7 years)...
Which reminds me: look at that GU-11 on the model... I thought to replace it with a hardpoint, but I'll try to model a new weapon.
Which reminds me: look at that GU-11 on the model... I thought to replace it with a hardpoint, but I'll try to model a new weapon.
Ok, imported the vf1s! I had a problem with the textures AND with the normals of the model (had to invert them all); however, it's fixed now. As I said, I'm moving on replacing that GU-11 (it's the big gun under the hull) with a hardpoint; next I'll try to model a GU-11 as a weapon.
Anyone knows how to post images here? I don't have a website
Has anyone already modeled a weapon? I'm not talking about its stats, I'm talking about the 3D model... if anyone did so, tell me how it's done so it would save me research time...
Anyone knows how to post images here? I don't have a website
Has anyone already modeled a weapon? I'm not talking about its stats, I'm talking about the 3D model... if anyone did so, tell me how it's done so it would save me research time...
35 posts
• Page 2 of 3 • 1, 2, 3
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