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new fighter

The general place to discuss MOD''ing Freelancer!

Post Sat Aug 30, 2003 12:12 am

new fighter

UPDATED FILES:
v0.1
v0.2
-transparent glass.
v0.3
- scaled down a bit.
- much greater transparency.
- interior cockpit.

This is not an "Uber" ship. it is not meant to satisfy the destructive desires of the 8-100 weapons mount lamers. This is just my first jab at modeling and skinning. A better skin is in the works by Victor. This is a beta of the Manticore heavy fighter. It has a high armor rating, 4 weapon mounts (2xclass8, 2xclass10), 1 turret (class8) and two torpedo mounts. It currently comes with class 8 shields. other mount pts are included for CM and Mine as well as a headlight, 5 docking lights, 8 running lights, 3 engines and 3 thrusters. Future version will include 2 new rail gun type weapons that will fit neatly under the wings.
Screenshots: one two
Notes:
I have given all HpWeaponXX mounts a 0 left and right movement. I tried to restrict the y-axis as well .. but it didn't work .. any info on doing this would be appreciated(making them fixed instead of revolute does not work either). I do not think this limits the ships combat ability in anyway as the primary ini file for the game describes a 40 degree firing arc for all weapons anyway (40 degrees from the muzzle of the weapon .. not a rotating arc for the weapon).

I have not included a cockpit, but I am working on it. Any good information on how to add the cockpit mount point to the ship would be appreciated.

I have not adjusted the maneuverability yet .. next version for that (after I play with numbers to see exactly what they do).

Constructive criticism is welcome. let me know how it works for you.

Oh .. and the lods are not adjusted .. yer invisible leaving and landing. I've searched but haven't found anything on creating the lod1 node for my cmp file. Any info on that would be welcome too.

If you notice that the weapons and equipment are just a hair above the skin of the aircraft .. that is because I just added mounting studs since just trying to mount to the skin was messed up and I have not added them to the uv mapping yet.

manticore beta .. the fighter is currently available at pittsburg.

I think this will work with flmod this way (I just zipped my mod directory and changed the extensions).


I refuse your invitiation to join your hallucination.



Edited by - seawolfe02 on 30-08-2003 01:46:27

Edited by - Seawolfe02 on 01-09-2003 18:18:56

Edited by - seawolfe02 on 01-09-2003 18:20:32

Post Sat Aug 30, 2003 12:15 am

can u post a few screenshots please?

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"Just for a good shot - for what else?"

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Post Sat Aug 30, 2003 12:49 am

dude, that looks GREAT. I like the design! Good job on making a medium level fighter too, we need more of those.

Just a note: I would ditch the class 10 guns idea. Go class 8 max or something. If someone wants to turn it Uber or make it tougher, they can edit the shiparch. Just an idea.

KEWL LOOKING WORK! I like it.

-Rubicon
Life is a sexually transmitted disease.

Post Sat Aug 30, 2003 1:55 am

2 questions
1) can u make a better design (i forgot the word at the moment)
that color isnt that good
2) what is uber?

sticks and stones may break my bones but whips and chains excite me!

Post Sat Aug 30, 2003 4:35 am

Nice Design, but can you include a glass texture in your cockpit. it will look better. just look at one of those mat files of the original ships and copy its properties. Note: Dc actually controls the color and Oc controls the Opacity/Transparency of the glass texture. and make sure that you have a glass material indicated in your model.

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

Post Sat Aug 30, 2003 4:36 am

Can you make your weapons internal it will look much better

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

Post Sat Aug 30, 2003 6:53 am

Better Design? in what way? Victor is working on another skin for the model that is in the brownish color.

I have been trying to figure out how to make weapons internal that dont have any rotation on any axis. You know how to do that firebase?

I do have a couple of models for a rail gun that mounts the length of the wings on either side of the cockpit. I need to figure out how to make them stationary though as they are supposed to be a part of the wing.

I will work on the glass .. I know how to do it .. I just need to figure out how to add the cockpit hp first.



I refuse your invitiation to join your hallucination.

Post Sat Aug 30, 2003 7:03 am

you don't need to put any cockpit hp in your model. Just make sure that all your glasses have a glass texture thats all as for the pilot make sure you have an Hp/Fixed/HpPilot hardpoint this is where your pilot icon should be located.

As for the internal weapons ask Glock about it i know he created a ship with an internal weapon.

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

Post Sat Aug 30, 2003 11:11 am

Internal weapons are simple to do. To make sure that it doesn't turn, you need to do the following.

1: Designate the hardpoint inside the ship as fixed, not revolute i.e. Hp\fixed\HpWeapon01.

2: In the weapon_equip.ini, set the weapon archetype as follows:
DA_archetype = equipment\models\turret\li_cruiser_gun01.cmp
material_library = equipment\models\li_turret.mat

3: Under its munition header, make sure the following line reads as true:
force_gun_ori = true

The 2nd line means its simply a model that has no rotation or visible parts. The 3rd line ensures that the shot will not deviate from the angle of the barrel.

Post Sat Aug 30, 2003 4:32 pm

Cool Wanderer .. I'll try that out with the new gun. I bo looking through tutorials in a few minutes for how to add a new gun to the game and how to make it so it connects where I want it to.

cool firebase .. I wasn't sure if there was a specific place I needed to put the HP .. I'll play with it and release another version sometime today (saturday).



I refuse your invitiation to join your hallucination.

Post Sat Aug 30, 2003 7:35 pm

Great ship. I am making a expansion pack, it will be released soon. Can you take away the extra thrusters and send it to me to use in the expansion? You will get your name in the credits.

[email protected]

P.S. Awesome ship dude.

I AM BIG! I AM STRONG!I AM........... WWWWIIIIILLLLDDDD!!!!!!!

Edited by - born to be wild on 30-08-2003 20:51:56

Post Sun Aug 31, 2003 5:03 am

oooops!!

well .. due to circumstance beyond my control (I consider brain farts to be beyond my control) I will be a day late in releasing the modified manticore.



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Post Sun Aug 31, 2003 8:33 pm

okay .. this file manticore-0.2 has a transparent cockpit and a pilot. I see by the size of the pilot that I need to rescale things a bit. I will do that in the next revision. I will also add some interior to the cockpit as it is apparent that there need to be some textured faces in there to keep it from looking into the entire ship.

I am still working on getting the new weapons installed. Might be a couple of days as I have a bunch of things to do to get ready for the labor day bbq.

If I get time, I will play with it tonight. I have created a new pilot (not in this revision) that is basically the freelancer pilot only I've played with his right hand and put in a flight stick on the seat. I've also created a cockpit for the cockpit view .. but I need to texture that yet. If there is anything I need to know about adding a new cockpit, please let me know.

Also .. is there any good info out there on the performance variables for the fighters? I need to change a few to make this a little more manueverable. just a little.

born to be wild: once I get it completed you are welcome to use the fighter in your mod.

victor: where's my new skin !!! oh wait .. I need to send you the new model .. I had to change a few things about the front end of the ship to add the transparent cockpit glass.




Edited by - seawolfe02 on 31-08-2003 21:34:01

Post Mon Sep 01, 2003 1:11 pm

Indeed a very nice ship...my respect...

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"Just for a good shot - for what else?"

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Post Mon Sep 01, 2003 5:15 pm

See the top of the thread for updates!!!!




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