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The almighty Vesuvias.

The general place to discuss MOD''ing Freelancer!

Post Tue Oct 28, 2003 2:01 pm

ok,there it goes...
now I got two furhter points to mention:
-first of all the lightwave model seemed alot nicer to me (details!!!)
...no offense meant ;nonetheless nice try

-the second point is where you got this magnificent black hole effect from?
looks like from some early fl screens this is reallycool !!!

thanx anyway...

so long, farewell
...gone fishun'

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

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blaXXer.de


Edited by - blaXXer on 28-10-2003 14:02:08

Post Tue Oct 28, 2003 2:50 pm

The black hole is a pet project of mine that I haven't released (yet).

Post Tue Oct 28, 2003 7:17 pm

I'm going to throw on a pair of torp launchers and 3 countermeasure droppers. Having 1 dropper seems kind of absurd on a ship so large.

*Update*
It's silly but it works.
Any idea what the deal is with the magical flying turrets? Also the turrets will only spin 270 degrees giving a giant gaping weapon blind spot in the back.

Otherwise It's working fine. I'm considering altering the skin a bit to make it look better based off more modern game skins.

Edited by - Plague on 28-10-2003 20:12:21

Post Tue Oct 28, 2003 8:52 pm

The hardpoints still have to be tweaked with UTFEdit to orientate them properly and define their rotational axes, but I honestly have NO idea what's causing the float issue...

Post Wed Oct 29, 2003 12:40 am

I think it's #12 and the one directly under it.

I did some skin modding. Here are some screens.

#1

#2

#3

#4

I had to lighten #1 since it was nearly pitch black and the Tower looks darker then it did, but it's not.

Also, I need to figure out how to make the ID cards and propper hit detection since the ship seems immune to weapon fire (though not knocking large stationary objects out of place)

Edited by - Plague on 29-10-2003 00:43:09

Post Wed Oct 29, 2003 1:30 am

The tower's a definite improvement. I say keep it.

Yeah, #13 and #17 are the hardpoints that are acting up. I think the cmp exporter is somehow tripping over those two because I duplicated them too many times. I'll erase and redo the entire group from scratch, see if that fixes it. The odd thing here is that when I load the Vesuvius as a stationary system object with a loadout, the turrets all behave normally.

Hit detection might be a problem. Until the .sur file format is cracked you're gonna have to make do with a collision box from an existing FL ship like the Liberty dreadnought. Messy, but at present it's the only solution.

Edited by - Nephilim on 29-10-2003 01:43:26

Post Wed Oct 29, 2003 3:00 am

Wonderful, Finding somthing of similar size to steal the sur of. It's about the largest moving object in the game. Maybe a small moon would do =P

*Update1*
I got the infocards working, adjusted the turrets for 360 spin fire and the magic flying turrets seemed to of vanished. Added custom engine, powerplant, scanner and tractorbeam to the script. The last two were absolutly nessisary as the ship was almost as long as the range.

Imported the rheinland battleship sur and.. well it's doing the best it can. Though I find I'm being followed by heavy lifters a lot now for some reason. They're out to get me.

*Update2*
The magical flying turrets are back. I think it's 5, 8 and 3

*Update3*
Hacked the orientation. Luckily all the turrets are either flat up or flat down. Saved a lot of guess work. they all work fine now.
The ship is in a release state now.. but I still want to tweak it a bit. Maybe give it some default weapons that suit it's size and possibly redo the skin again.

Edited by - Plague on 29-10-2003 08:47:30

Post Wed Oct 29, 2003 11:01 am

I know this is a risky little thing to ask normally, but I will take that risk. ^_^"

Is there a chance that you could release the source material (read: the .ms3d and .tga/.dds) alongside the ingame files? I would love to go a little nuts on it for my custom faction.

My compliments again for this one. *ttu*

T448

Post Wed Oct 29, 2003 6:41 pm

Yeah, I could put those out with the rest of the mod though you'd havbe to manualy realign and reorient all 25 turrets and both torp launchers after converting.

Edited by - Plague on 29-10-2003 18:41:47

Post Wed Oct 29, 2003 7:16 pm

No problem at all. I know my way around MiSha and the UTF util.

Thank you.

Post Thu Oct 30, 2003 1:50 am

Good. The turrets have stopped dancing around, so the major bugs have been squashed (except for the ship being invisible at the dealer due to its size, anyway). All that's needed now is some finetuning. I think I'll wrap the skin a little tighter around the mesh in a few areas that look crappy up close and personal, and maybe add a bunch of lights for decoration.

Post Fri Oct 31, 2003 12:41 am

Created a specific gun for the ship, available at manhatten. 50/50 damage with a decent refire rate. The most important part, you can actualy see the turrets since they aren't tiny.

Post Fri Oct 31, 2003 3:50 am

Dont mind me guys, i'm just observing your fine work, When will it be released for Community gorping?

Post Fri Oct 31, 2003 6:09 am

Very very soon.

There are only 2 things to gripe about right now.

It has a tendency to get stuck in system gates if you enter in cockpit mode (???) and of course, the hit detection since there is no ship of equal size in freelancer to steal the sur off of. (using the rheinland battleship)

Too bad no one figured out a jumpdrive yet. That would fit perfectly with the ship due to size and well, jumpdrives were common in WC.

Post Fri Oct 31, 2003 5:09 pm

One textureset to rule them all... but which?

Original:


2nd image

Modified original:


2nd image

Light metallic:


2nd image

Dark metallic:


2nd image

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