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The almighty Vesuvias.

The general place to discuss MOD''ing Freelancer!

Post Fri Oct 17, 2003 12:36 am

Alright. She's coming along nicely, but it's meticulous work - I had to unweld & pull apart the entire ship to gain access to the landing deck, for instance. Still, now that I've got this beast regrouped into more manageable chunks, it shouldn't be too much trouble to apply the textures.

Edit: oh, one more thing: would you happen to have higher resolution (512x512 or preferably 1024x1024) source files? I ask because Milkshape's texture editor automatically downsizes each image to 256x256, which means I often have to scale up to map a face accurately - blurs the edges of individual textures and makes it harder (sometimes nearly impossible) to identify them.

Edited by - Nephilim on 31-10-2003 23:43:45

Post Fri Oct 17, 2003 3:13 am

There are other sheets I ripped from WCP, but mainly for long distance viewing. I'll throw those in this new file along with some other materials I was messing with on a project before I started vesuvias. They may be usable.

Here.


Edited by - Plague on 17-10-2003 04:19:21

Post Sat Oct 18, 2003 12:29 am

Well, the fuselage's almost completed. Gotta do some minor detailing on the engine intakes/exhausts and the conning tower, but that's about it.

Edited by - Nephilim on 18-10-2003 01:29:24

Post Sun Oct 26, 2003 12:30 am

Finally got around to finishing this behemoth. I had to take a few artistic liberties here and there (due to the limited size of the source .tga's), but overall I'm quite pleased with the result.





Just let me know where to send it.

Edited by - Nephilim on 27-10-2003 11:42:58

Post Sun Oct 26, 2003 2:13 am

It looks beautiful.
Send it to [email protected]
I'll get that beast coded up.

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This is your life, it's all been ordinary. Do you find all you were? Then you find your life is all but something ordinary and you're longing for a home, you're gonna find yourself at home.

Edited by - Plague on 26-10-2003 02:17:21

Post Sun Oct 26, 2003 10:45 pm

now to my first and only question to this thread: when will it be released can't hardly wait to play it!!!

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

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blaXXer.de

Post Sun Oct 26, 2003 11:10 pm

Soon as the beast is coded. I already have the mat file setup.

Post Mon Oct 27, 2003 1:11 am

Thought I'd make a few shots to show how gargantuan this thing really is (don't mind the weird freefloating turrets, by the way):






Ok, so maybe I went a little overboard with the scale function, but who cares.

Edited by - Nephilim on 27-10-2003 11:41:30

Post Mon Oct 27, 2003 3:12 am

Actualy that's about the right size, and it looks like you're having a better time coding it then I.

Edited by - Plague on 27-10-2003 03:13:54

Post Mon Oct 27, 2003 11:42 am

Well, I'd be happy to help out. Anything in particular giving you a hard time?

Post Mon Oct 27, 2003 3:13 pm

Ohhhhhhh..... *yaw drops to the ground*
Man, that's what I call good work! It looks great. My respect, boys. That'S one big bad ****.

Right now, you seem to work the way to make it a flyable craft, I presume. Any chance of it being available as a dockable base aswell? *crosses fingers*

T448

Post Mon Oct 27, 2003 7:23 pm

It would make a decent dockable base wouldn't it. Fly in the front to enter, fly out the rear to exit.

As for problems, getting it to not crash to desktop while visiting the ship purchase dealer is priority right now.

Post Mon Oct 27, 2003 11:51 pm

Hmm. Verify that:

*market_ships.ini points to the right package nickname in goods.ini
*the package in goods.ini points to the right hull nickname
*the shiphull in goods.ini points to the right nickname in shiparch.ini
*you're not adding equipment to non-existent hardpoints
*shiparch.ini points to the right location for the ship's .cmp/.mat files (trust me, I've pulled out a lot of hairs over this one)

Post Tue Oct 28, 2003 1:11 am

Yeah, all of those seem to be right.

Actually originaly I had the wrong path for the cmp and mat files and it would load the ship dealer but crash if I tried taking off or visiting the armoury. When I fixed it, it crashes before it loads the ship dealer now. I'm thinking somthing is wrong with the model.

*update*
My mat file is bad.

*Update again*
Made a new mat file. Ship loads but is invisible but my god, all 25 turrets fireing at once wiped out a pirate band in a single volley.

*Update 3*
It looks funny flying upsidedown. It's got only one engine working, any idea how to fix that? All the examples I've been working off have no clues.

*Update 4*
It's working great now, except the engine problem still exists and what would be a good suggestable camera angle? I'm using a 800% resize off the original.

*Update 5*
Got the engine fixed and messing with camera angles. Currently using 5000% which fits nicely. Unless your trying to dock.

Edited by - Plague on 28-10-2003 08:02:32

Post Tue Oct 28, 2003 11:35 am

Yah, docking is slightly problematic to say the least. I've given it the ability to moor (can_use_large_moors) instead.

I also turned the two thruster hardpoints into engines, BTW. Twelve exhaust plumes just look better than ten, and besides, no ship this size would be equipped with them anyway.

Edited by - Nephilim on 28-10-2003 14:53:53

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